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Dichev, Christo; Dicheva, Darina; Irwin, Keith – International Journal of Educational Technology in Higher Education, 2020
The majority of user models in gamification are based on user's gamer personality. However, the motivations driving individuals' learning behavior differ from their motivations when playing. There is no evidence that learners' experiences in gamified activities are described by these models. Thus, an alternative model capturing learners'…
Descriptors: Game Based Learning, Educational Games, Personality Traits, Learning Motivation
Marnewick, Carl; Chetty, Jacqui – International Journal of Educational Technology in Higher Education, 2021
Gamification is used in various disciplines to elucidate complex problems. These disciplines are typically the science, technology, engineering, and mathematics disciplines. It is not known whether gamification can be used to teach research methodology. MinecraftEDU was used to create games to explain the various concepts within research…
Descriptors: Educational Games, Game Based Learning, Teaching Methods, Research Methodology
Chang, Chi-Cheng; Yang, Szu-Ting – International Journal of Educational Technology in Higher Education, 2023
There has been a little research on emotion, cognitive load, or learning performance for digital game-based learning (DGBL). However, there is still a dearth of research on investigating the interactive effects of scaffolding DGBL and cognitive style on the above three outcomes. Participants were 97 middle-aged and elder adults from a community…
Descriptors: Adult Learning, Adults, Emotional Response, Cognitive Processes

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