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Kirsi Syynimaa; Kirsi Lainema; Timo Lainema – International Journal of Technology in Education, 2024
The application of digital game-based learning (GBL) methods has lately received more attention in higher education (HE). An extensive body of previous investigations has recognised the potential of instructional games to advance the learning of appropriate work life skills. However, there seems to be a lack of understanding in the current…
Descriptors: Foreign Countries, Undergraduate Students, Game Based Learning, Educational Games
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Huang, Yueh-Min; Silitonga, Lusia M.; Murti, Astrid T.; Wu, Ting-Ting – Journal of Educational Computing Research, 2023
Higher-order thinking skills (HOTS) are reliable predictors of success in school and the workplace. A typical technique for encouraging higher-order thinking is to use instructional design interventions that engage learners in simple cognitive activities. Business simulation game (BSG) is one of the types of interactive learning environments that…
Descriptors: Learner Engagement, Undergraduate Students, Business Administration Education, Educational Games
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Bawa, Papia – International Journal of Game-Based Learning, 2022
The Phenomenological study investigated the perceptions of 4 Community College administrators and 2 faculty, who experienced for the first time, the process of curricular modification using Massively Multiplayer Online Games or MMOs in their Business and English programs. Since administrators and faculty are key stakeholders of any initiative for…
Descriptors: Computer Games, Game Based Learning, Technology Integration, Community Colleges
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Bamufleh, Dalal; Hussain, Reem; Sheikh, Eman; Khodary, Khlood – Journal of Education and Learning, 2020
As a new trend in learning, simulation games play an active and essential role in the area of educational technology. Gaming makes a positive impact on the learning process. It has the capability to enhance creativity, problem-solving, communication, decision-making, and collaboration (Faizan et al., 2015). This paper is aimed at exploring the…
Descriptors: Computer Simulation, Computer Games, Game Based Learning, Student Attitudes
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Chang, Wei-Lun; Yeh, Yu-chu – Technology, Pedagogy and Education, 2021
This study proposed a game-based instruction approach by using bingo games and a mobile application to investigate its effects on motivation, knowledge sharing and critical thinking ability during the learning of information management. The participants were 86 undergraduate students who participated in an 18-week experimental instruction of…
Descriptors: Blended Learning, Game Based Learning, Teaching Methods, Computer Software