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Lu Yang; Rui Li – Journal of Educational Computing Research, 2024
While studies of contextualized game-based language learning (CGBLL) have to date gained a growing scholarly interest, there is still a lack of systematic review synthesizing its research trends regarding theoretical foundations, learning contexts, research foci and findings. To address the gap, this study collected data from the Web of Science…
Descriptors: Game Based Learning, Second Language Learning, Teaching Methods, Language Acquisition
Flávio Marques; Leonardo Lignani; João Quadros; Myrna Amorim; Windson Viana; Eduardo Ogasawara; Joel dos Santos – Technology, Knowledge and Learning, 2025
Educational games help reinforce educational concepts. They help students learn through hypothesizing, probing, and reflecting upon the game environment. Understanding the impact of a game is important before deploying it in a class. Recent studies in learning analysis describe methodologies and approaches for analyzing educational games. However,…
Descriptors: Design, Educational Games, Reinforcement, Game Based Learning
Duygu Gur; Yalin Kilic Turel – Turkish Online Journal of Distance Education, 2025
Different variables such as motivation, achievement, and engagement have been investigated in studies on gamification in the field of educational technologies. However, the obtained results differ, which emphasizes the need for studies based on concrete findings related to current trends and needs. In this study, we aim to reveal current research…
Descriptors: Educational Research, Gamification, Learner Engagement, Student Motivation
Samira Syal; John L. Nietfeld – Journal of Educational Psychology, 2024
A growing body of research suggests that comprehension of expository texts presented digitally is a challenging endeavor, particularly for children. Many reading interventions, both from traditional classroom settings and computer-based contexts, have focused on much needed strategy instruction but have simultaneously neglected a focus on…
Descriptors: Game Based Learning, Grade 5, Reading Comprehension, Reading Motivation
Hatice Kübra Isik; Aysegül Liman Kaban – Journal of Educational Technology and Online Learning, 2025
Educational digital escape games (EDEGs) are digital versions of escape rooms where players solve puzzles and complete challenges to achieve educational goals. This study investigates the effects of EDEGs on the academic achievement and motivation of elementary school students in mathematics. Using an explanatory sequential mixed-method design, 45…
Descriptors: Grade 3, Elementary School Students, Teaching Methods, Student Motivation
Ryan L. Schaaf – ProQuest LLC, 2024
This study explored the impact of Digital Game-Based Learning (DGBL) on focus, engagement, and time-on-task learning behaviors among 8- to 10-year-old students. Grounded in Csikszentmihalyi's Theory of Flow, the study utilized a quantitative experimental design to compare DGBL experiences with alternative instructional strategies through learner…
Descriptors: Game Based Learning, Technology Uses in Education, Time on Task, Student Behavior
Sari Lipponen; Kenneth Eklund; Marja-Leena Laakso; Merja Koivula; Kerttu Huttunen – Early Education and Development, 2025
Today, digital games are considered important tools for learning, but using them in early childhood education and care (ECEC) has raised the question of educators' roles when children play an educational digital game. The aim of this study was to explore how ECEC educators differed in their attitudes and perceptions toward and ways of supporting…
Descriptors: Early Childhood Teachers, Teacher Attitudes, Teacher Role, Game Based Learning
Dk Nurul Najiah Pg Abu Bakar; Masitah Shahrill; Yusuf F. Zakariya – SAGE Open, 2023
Educational stakeholders in Brunei are not exempted from the search for innovative instructional approaches as a tool to stem the tide of poor performance of students in mathematics. This study was designed to contribute to this national project by examining the impact of a digital escape game intervention on students' mathematics performance and…
Descriptors: Game Based Learning, Outcomes of Education, Mathematics Education, Foreign Countries
Eva Fidia Lestari; Masagus Firdaus; Hanni Yukamana – Journal of English Teaching, 2024
The pandemic has affected many aspects of our lives including education and that has caused the Government to provide alternative teaching methods and make recommendations for online learning. Since smartphones and laptops using the internet are the only tools for learning, students are increasingly playing online games and being exposed to…
Descriptors: Grade 7, Computer Games, Video Games, Game Based Learning
Jennifer Newell-Caito; Edward Bernard – Journal of Chemical Education, 2024
Pedagogical research over the past decade has shown that chemistry courses have high failure rates and low accessibility. The implementation of novel active-learning approaches has great potential to offset these trends. Fundamental concepts that serve as "pinch points" are ripe targets for designing innovative, gamified course materials…
Descriptors: Game Based Learning, Educational Technology, Chemistry, Science Education
Trinh, Mai P. – Management Teaching Review, 2022
Mobile app escape games are excellent tools to create an experiential learning process in online contexts. Through the act of solving puzzles to escape the rooms, students experience a process in which they need to discover new information and clues, adjust their strategies repeatedly, and become more aware of the way they learn. Their emotional…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, Educational Technology
Harun Sitompul; Retno Sayekti; Sri Rahmah Dewi Saragih; Salminawati – Canadian Journal of Learning and Technology, 2023
The use of game in education has been evidenced to improve students' engagement in learning. However, much research shows that the use of game in learning is only effective for high school students, while its use for students of higher education is limited. Research on game in education has predominantly been occupied by Kahoot! while Quizizz has…
Descriptors: Student Attitudes, Educational Technology, Higher Education, Game Based Learning
Gwo-Haur Hwang; Beyin Chen; Shih-Pei Chen – Interactive Learning Environments, 2024
This study proposed a game-based flipped teaching approach and applied it to a HTML (HyperText Markup Language) course. We developed two versions of the pre-class content testing, one of which was game-based, using a "looking-through" game, and the other which was traditional, using a multiple-choice test. We conducted a teaching…
Descriptors: Flipped Classroom, Instructional Effectiveness, Teaching Methods, Prior Learning
Dhesi Wulan Sari; Deri Herdawan; Fajar Sari Kurniawan; Marselia; Retno Anggoro – Journal of Education and Learning (EduLearn), 2025
Previous studies suggested that game learning method could assist students in improving English proficiency. However, Gen Z students in a semi-military maritime vocational school had a lack of motivation to enrich their maritime English mastery because of their many non-academic activities. The goal of this study was to present polimarlish.id as…
Descriptors: Game Based Learning, Web Sites, Educational Technology, English (Second Language)
Minoo Alemi; Nayereh Bakhtiari Fard; Atefeh Rezanejad – MEXTESOL Journal, 2023
This paper examines the impact of employing an assistive humanoid robot in acquiring and retaining grammar among English as a Foreign Language (EFL) learners. To this end, forty-eight Iranian young male students (between 11 to 15 years old) were equally divided into three groups: RALL (Robot-Assisted Language Learning), GBLL (Game-based Language…
Descriptors: Robotics, Grammar, English (Second Language), Second Language Instruction