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Ortiz-Martínez, Esther; Santos-Jaén, Jose Manuel; Marín-Hernández, Salvador – Education and Information Technologies, 2023
New technologies have led to digital educational tools to improve learning. Game-Based Learning makes it possible to test whether there is a positive impact on official grades. We have collected the scores of the Kahoot! games, the marks of the continuous assessment, the final exam, and the final mark of the subject, to create an ad-hoc database.…
Descriptors: Educational Games, Teaching Methods, Accounting, Game Based Learning
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Schroer, Joseph E.; Thomas, Robin D. – Mind, Brain, and Education, 2020
This exploratory study investigated behavioral and neural correlates of spatial reasoning in 21 children aged 6-12 years-old during educational video game play. Behavioral measures included child performance in learning the concept during the pretest, practice, and posttest portions of the game. Neural correlates using electroencephalography…
Descriptors: Reflection, Young Children, Educational Games, Video Games
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York, James; Poole, Frederick J.; deHaan, Jonathan W. – Foreign Language Annals, 2021
In this paper, we argue that current research on games in language education, predominantly framed as "digital game-based language learning" (DGBLL), is lacking details regarding the role of teachers, or more precisely, the verbalization of the pedagogical underpinnings, scaffolds, and techniques teachers use to successfully integrate…
Descriptors: Educational Games, Teaching Methods, Game Based Learning, Second Language Learning
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Paciarotti, Claudia; Bertozzi, Gabriele; Sillaots, Martin – European Journal of Engineering Education, 2021
Gamification is usually defined as the use of game structure components in circumstances that are not commonly associated with games. In engineering studies, Gamification and its sub-concept of Serious Games are rather widespread pedagogical models. Just like in other application scopes, the approach to their utilisation or analysis is always…
Descriptors: Game Based Learning, Educational Games, Engineering Education, Undergraduate Students
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Meital Amzalag; Dorin Kadusi; Shimon Peretz – Journal of Educational Computing Research, 2024
Abundant research has tried to understand how games can be designed and used effectively to improve the learning process and to examine the correlations between digital learning games and student motivation, engagement, and knowledge retention. The current study examined the correlation between learning through digital game-based learning (DGBL)…
Descriptors: Learner Engagement, Academic Achievement, Game Based Learning, Electronic Learning
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Xie, Jingwen; Wang, Minhong; Hooshyar, Danial – Knowledge Management & E-Learning, 2021
Digital game-based learning has received increased attention in education. As the key stakeholders in education, students, parents, and teachers may have different perceptions and attitudes towards game-based learning, which have a great impact on its adoption and dissemination. However, there is a lack of research examining how the perceptions of…
Descriptors: Student Attitudes, Parent Attitudes, Teacher Attitudes, Secondary School Teachers
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Wan, Kelvin; King, Vivian; Chan, Kevin – Electronic Journal of e-Learning, 2021
Game-Based Learning (GBL) has been recognized as an essential tool for motivating students to engage in active and constructive learning. While there is a link between GBL and learning outcomes, current research evidence tends to undermine the interrelationships of concepts and oversimplify flow experience in the context of GBL. This study adopted…
Descriptors: Metacognition, Game Based Learning, Student Motivation, Correlation
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Hao, Kuang-Chung; Lee, Lai-Chung – Interactive Learning Environments, 2021
This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence-satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147…
Descriptors: Computer Simulation, Educational Games, Grade 5, Game Based Learning
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Camilleri, Mark Anthony; Camilleri, Adriana Caterina – Interactive Technology and Smart Education, 2019
Purpose: A relevant literature review suggests that today's children are increasingly immersing themselves in ubiquitous technologies, including interactive media and digital games. Therefore, this paper aims to investigate the primary school students' intrinsic and extrinsic motivations toward learning via gameplay through their mobile devices,…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Elementary School Students
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Theodoropoulos, Anastasios; Antoniou, Angeliki; Lepouras, George – ACM Transactions on Computing Education, 2017
Is there any relationship between students' cognitive style and the ability to learn programming through serious games? The aim of this work is to assess the learning effectiveness and motivational appeal of digital games for learning basic programming concepts, involving secondary education students. For this purpose, the Code.org®'s activity…
Descriptors: Foreign Countries, Cognitive Style, Computer Science Education, Programming