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Showing 1 to 15 of 40 results Save | Export
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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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Nieto García, Marta; Sit, Jason – Marketing Education Review, 2023
GSRSs are known to positively influence students' learning behaviors and in-class participation. Kahoot! is one of the GSRSs widely adopted in the higher education (HE) sector and also widely studied in the HE marketing literature. Whilst varied theories have been applied to study the pedagogical value of Kahoot!, the user experience (UX) theory…
Descriptors: Game Based Learning, Audience Response Systems, Usability, Student Attitudes
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Yu-Cheng Lin; Huei-Tse Hou – Interactive Learning Environments, 2024
The integration of augmented reality (AR) and game-based learning could increase interaction in educational games and provide more learning guidance in higher education courses. This study developed an AR educational board game that featured cognitive scaffolding, immediate feedback, and collaborative interaction. The study also analyzed and…
Descriptors: Instructional Effectiveness, Scaffolding (Teaching Technique), Computer Simulation, Educational Technology
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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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Litualy, Samuel Jusuf; Serpara, Henderika; Wenno, Eldaa Crystle – Journal of Education and Learning (EduLearn), 2022
This study aimed to determine the effect of the Kahoot! educational game learning media on German language students' learning outcomes in the "Sprechfertigkeit" 2 course. The sample of this study consisted of 37 students. The test instruments were given during the pretest and posttest. The data were processed and analyzed by the SPSS…
Descriptors: Game Based Learning, Educational Technology, Outcomes of Education, German
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Andrew Philpott; Jeong-Bae Son – Computer Assisted Language Learning, 2024
The study reported in this article investigated the use of quest-based learning (QBL) in a gamified English as a foreign language (EFL) course at a Japanese university. A mixed methods research design was utilised to explore the effect purposely designed quests can have on EFL students' foreign language (FL) motivation. The study was conducted…
Descriptors: College Students, Foreign Countries, English Language Learners, English (Second Language)
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Wang, Yi-Hsuan – Journal of Computer Assisted Learning, 2021
The study designed WebQuest activities and explored the learning performance of learners to understand the suitability of using WebQuest in a college programming course. The study modified the processes of WebQuest based on social constructivism and scaffolding learning, and included programming tasks such as debugging practice to encourage…
Descriptors: Learning Activities, Programming, Academic Achievement, Educational Technology
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Gillespie, Bruce – Teaching & Learning Inquiry, 2022
Research shows that high levels of engagement help students learn more effectively, feel better about their learning, and improve retention rates. One reason why students report low engagement is a perceived disconnect between theory (what they learn in class) and practice (what happens in the outside world). This paper reports on the results of a…
Descriptors: Story Telling, Educational Technology, Game Based Learning, Learner Engagement
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Ragad M. Tawafak; Waleed Mugahed Al-Rahmi; Abdulrahman Alshimai; Ibrahim Yaussef Alyoussef; Ayad Aldaijy – Contemporary Educational Technology, 2025
The importance of gameplay extends beyond mere entertainment, playing a crucial role in shaping behavioral intentions (BIs) in various contexts. This research aims to discover how digital gameplay influences students' BIs, mainly in the context of technology adoption in education. The main objective is to investigate the impact of digital gameplay…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Computer Games
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Xiao-Ming Wang; Wen-Qing Zhou; Gwo-Jen Hwang; Shi-Man Wang; Tong Huang – Educational Technology & Society, 2024
Knowing the factors affecting students' learning achievement in digital learning is a crucial educational issue nowadays. However, recent research has paid less attention to how an individual's internal factors (prior knowledge) influence their learning achievement through cognitive engagement, and previous studies generally employed students'…
Descriptors: Electronic Learning, Prior Learning, Cognitive Processes, Learner Engagement
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Avargil, Shirly – Journal of Science Education and Technology, 2022
Learning through games in general and educational escape-rooms in particular requires participants to be creative and critical thinkers, work in collaboration with others, formulate an array of thinking strategies, and be familiar with media and technology. A specially designed chemistry-themed escape-room was built as an alternative learning and…
Descriptors: Game Based Learning, Chemistry, Science Instruction, College Students
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Musyaffi, Ayatulloh Michael; Sulistyowati, Wiwit Apit; Wolor, Christian Wiradendi; Sasmi, Aji Ahmadi – European Journal of Educational Research, 2022
Online learning is an obligation in teaching and learning activities during the Coronavirus disease (COVID-19). Game-based learning is a solution in improving student learning outcomes. This research aims to determine the level of acceptance of gamification in terms of Gamification quality (GQ), instructor characteristic (IC), and technology…
Descriptors: Game Based Learning, Gamification, Sustainability, Usability
Tsyganova, Larisa V.; Zubkova, Yana V.; Bystrova, Natalia V.; Kutepova, Lyubov I.; Kutepov, Maxim M. – Journal of Educational Psychology - Propositos y Representaciones, 2021
Game technologies allow bringing the educational process as close as possible to professional activities, activating the cognitive interest of students in the study of professional disciplines. The purpose of the article is to analyze the experience of implementing gaming technologies in the preparation of students of higher educational…
Descriptors: College Students, Student Motivation, Technology Uses in Education, Influence of Technology
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Lúcia Pombo – Education & Training, 2023
Purpose: This paper provides a general review related to a wider project, aimed at developing a mobile game-based app on Education for Sustainable Development within a smart learning city environment. It aims to address guidelines for a new action-oriented transformative pedagogy that is essential for the development of key competencies for…
Descriptors: Game Based Learning, Electronic Learning, Educational Technology, Telecommunications
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Grier, Donovon; Lindt, Suzanne F.; Miller, Stacia C. – International Journal of Technology in Education and Science, 2021
The purpose of the current research was to determine the types of educational technology preferred by students and instructors, and to compare formative and summative scores within student classes. During a unit of study within a semester-long class, 44 volunteer student participants were administered four technology-based assessments designed to…
Descriptors: Formative Evaluation, Game Based Learning, Technology Uses in Education, Educational Technology
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