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Fitri Wahyuni; Nur Hidayah; M. Ramli; Ida Juliana Hutasuhut; Husni Hanafi; Nanda Alfan Kurniawan; Suci Nora Julina Putri – Journal of Education and Learning (EduLearn), 2025
Basic communication skills are primary modalities for the counselor and should be developed from their preservice education. In Indonesia, most guidance and counseling major provide the basic communication skills course as a hybrid course, containing both theoretical and practical learning. This model had many challenges in making a balanced…
Descriptors: Communication Skills, Counselor Training, School Counselors, Game Based Learning
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Elina Jääskä; Jaakko Kujala; Kirsi Aaltonen – Cogent Education, 2023
The earned value management (EVM) is a project management method for monitoring and controlling project expenditure and progress. Teaching EVM is challenging as the method may appear theoretical, mathematical, and disconnected from the uncertainty of real-life projects. Educational games have been suggested as one method to influence students'…
Descriptors: Game Based Learning, Program Administration, Program Effectiveness, Educational Games
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Rich Paul Cooper; Jonan Phillip Donaldson; Mahjabin Chowdhury; Jonathan M. Mitchell – International Journal of Designs for Learning, 2024
"The Ballad of Proxima-B" is an educational RPG that promotes learning and collaboration. Students contribute to world-building and game mechanics, creating fictional worlds and characters, including a dystopian Earth, the planet Proxima-B, and alien races. The game incorporates constructivist, constructionist, and Dynamic Systems Model…
Descriptors: Educational Games, Game Based Learning, Role Playing, Science Fiction
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Storm, Colin H.; Penner, Anna – Communication Teacher, 2023
Students typically find research methods and statistics classes intimidating. In particular, learning different types of data measurement and operationalization can take significant time and practice to understand. Utilizing a pedagogical approach that turns a party game into a fun exercise, students collaboratively learn to operationalize…
Descriptors: Research Methodology, Statistics, Game Based Learning, Educational Games
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Carolina Alcantar-Nieblas; Leonardo David Glasserman-Morales; Ernesto Armando Pacheco-Velazquez; Sergio Augusto Ramírez Echeverri – Journal of Applied Research in Higher Education, 2025
Purpose: The present study examined the psychometric properties of the EGame-flow scale in a Mexican sample, presenting evidence of construct validity (exploratory factor analysis and confirmatory factor analysis), reliability (Cronbach's alpha and McDonald's omega) and discriminant validity (mean variance extracted). Design/methodology/approach:…
Descriptors: Psychometrics, Test Validity, Test Reliability, Foreign Countries
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Melissa Ozlem Grab – Shanlax International Journal of Education, 2025
Within the world of university education, gamification, being the amalgamation of game to non gaming contexts, has gained attentions as an innovative teaching strategy particularly in the English as a second language (ESL) teaching. Deciding to use this mixed methods study to investigate the effect of gamification on student motivation and…
Descriptors: Gamification, English (Second Language), Second Language Instruction, College Students
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Chunsong Jiang; Xuan Chen; Aiping Yu; Guiqin Liang – Education and Information Technologies, 2025
Assignments and tests are the main forms of evaluation in the educational process, students usually lose interest in boring exercises during course learning. In spired of elements from human-computer battle game, a course test system is designed to encourage students to take tests more frequently and actively to achieve better learning effect,…
Descriptors: Computer Games, Educational Games, Game Based Learning, Competition
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Soheilan, Sepideh S.; Shaffer, Katharine S.; Schoepf, El H.; Eyssell, Kristen M.; Farley, Sally D. – Journal of Campus Activities Practice and Scholarship, 2023
College students are reflective of a culturally diverse population and hold a wide range of cultural identities. As such, faculty and campus activities professionals alike, are constantly striving to meet the needs of an increasingly diverse student population. Socioeconomic status (SES) and social class are cultural variables that need more…
Descriptors: Psychological Patterns, Social Systems, Bias, Power Structure
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HajiMoradkhani, Hadise; Mashayekh, Shahnaz; Khodabandelou, Rouhollah – International Journal of Game-Based Learning, 2023
This study aimed to develop and evaluate a digital instructional game application for learning the basic concepts of the accounting principles in an introductory accounting course. The game was designed using the Unity engine and Griss instructional design model. Based on the model, game characteristics were embedded in educational content. The…
Descriptors: Video Games, Game Based Learning, Introductory Courses, Accounting
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Pitchada Prasittichok; Suradet Jitprapaikulsarn; Khawanying Sriprasertpap; Gwo-Jen Hwang – Cogent Education, 2024
Fostering students' knowledge and courage to face illegal or immoral problems is a critical aim in educational settings. However, it is challenging for students who lack knowledge and social experience to comprehend the sins behind the immoral cases and have the moral courage to deal with those problems. Therefore, in the present study, an…
Descriptors: Computer Simulation, Educational Games, Game Based Learning, Ethics
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Yu-Cheng Lin; Shu-Yun Chien; Huei-Tse Hou – Education and Information Technologies, 2025
The training of hostel service skills emphasizes the application of procedural knowledge and complex problem-solving skills, and with the development of education technology, game-based learning that mixes virtual reality (VR) and physical games has begun to be emphasized. In this study, we proposed a multi-dimensional scaffolding design framework…
Descriptors: Scaffolding (Teaching Technique), Educational Games, Computer Simulation, Cognitive Ability
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He´ctor Garci´a-Ortega; Chloe´ Lhardy; Jesu´s Gracia-Mora; Armando Mari´n-Becerra; Miguel Reina; Antonio Reina – Journal of Chemical Education, 2022
Educational games have consistently proved that they are valuable didactic instruments, which can contribute to teaching and learning in an enjoyable background. In organic chemistry courses, considerable effort has been made to encourage the learning of nomenclature, an important topic, often perceived as complex, boring, and unconnected to other…
Descriptors: Organic Chemistry, Educational Games, Foreign Countries, Universities
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Sunny Kwok; Rachel Childers – Biomedical Engineering Education, 2023
Commercial escape rooms have grown in popularity as an enjoyable experience that also doubles as an exercise in communication and collaboration. Educators can take advantage of these natural qualities to engage and support students in a low-stress learning environment. The primary goal of this study is to share the development and application of…
Descriptors: Educational Games, Biomedicine, Engineering, Program Development
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Thien Chi Do; Nuong To Huynh – International Society for Technology, Education, and Science, 2024
The aim of the study was to investigate English as a Foreign Language (EFL) students' perception of using Wordwall application in vocabulary memorization at a private university in the Mekong Delta of Vietnam. This study also explores the strengths and weaknesses of Wordwall application. The mixed-method design was used in this study. The…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, Memorization
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Krishnan, Sunanthiny; Blebil, Ali Qais; Dujaili, Juman Abdulelah; Chuang, Sara; Lim, Angelina – Education and Information Technologies, 2023
As we enter a world of blended learning in higher education, an increased need for adaptation of teaching strategies to enhance engagement has been recognised to amplify learning outcomes online. Gamification has been identified as a creative tool to engage the current cohort of learners who are also characteristically tech-savvy. To this end,…
Descriptors: Educational Games, Pharmaceutical Education, Pharmacology, Game Based Learning
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