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Christopher M. Seitz; Jeffrey L. Lennon; Muhsin Michael Orsini; Lauren Elliot; Margaret Lloyd; Fin Findley – Discover Education, 2024
Purpose: This study explored undergraduate college students' opinions of the CDC's online "Solve the Outbreak" (StO) game, a recommended aid in higher education for teaching concepts epidemiological outbreak investigations. Methods: The study was conducted as a game debriefing, in which 16 students enrolled in an undergraduate-level…
Descriptors: Undergraduate Students, Student Attitudes, Epidemiology, Games
Cassandra DiRienzo; Karen Oehme; Kelly Cooper; Elizabeth Ray – International Journal on E-Learning, 2024
Because e-learning encompasses such a wide array of learning methods and tools, its components lend themselves to boundless applications. This study describes one such frontier of e-learning: its use in raising awareness of crucial social issues. Specifically, we describe the development of the first human trafficking awareness e-learning game…
Descriptors: Electronic Learning, Consciousness Raising, Social Problems, Video Games
Almås, Håvard; Pinkow, Felix; Giaever, Fay – Smart Learning Environments, 2023
While the use of games for learning in higher education is well established, existing research provides limited understanding of individual experiences that shape engagement and learning in collaborative learning games. Insights into players' individual experiences can, however, contribute to a more nuanced utilization of learning games and to…
Descriptors: Game Based Learning, Learning Experience, College Students, Cooperative Learning
Dmitrii Pastushenkov; Olesia Pavlenko; Steven Clancy – Language Learning & Technology, 2025
In this article, we delve into the application of the online game-based learning and testing platform Kahoot! with second language (L2) learners of Russian and explore how this tool can enhance our students' experiences. Following a brief overview of digital game-based learning (DGBL) and previous research on L2 learning through Kahoot!, we…
Descriptors: Online Courses, Game Based Learning, Second Language Instruction, Russian
Andrea Arnold – PRIMUS, 2024
Sonia Kovalevsky Days (SK Days) are nationally-held outreach events that are commonly organized by local chapters of the Association for Women in Mathematics (AWM) to encourage young women to continue their study of mathematics. The AWM Student Chapter at Worcester Polytechnic Institute hosted virtual renditions of SK Day for middle school girls…
Descriptors: Mathematics Education, Outreach Programs, Middle School Students, Females
Ching-Yi Chang; Hsiu-Ju Jen; Jie Chi Yang – Interactive Learning Environments, 2024
Nursing students participating in labor support training need to learn core clinical skills to assess the delivery process to reduce the risk and labor pain of pregnant women. We proposed an approach to integrate scenario game-based learning with the experiential learning strategy to facilitate nursing students' learning performance and six core…
Descriptors: Vignettes, Game Based Learning, Experiential Learning, Learning Strategies
Kari Johnson Cook – ProQuest LLC, 2022
Gamification and game-based learning have been used in the educational setting as an active learning strategy to increase student engagement. This study investigated the extent of the effect of gamification and game-based learning on student engagement of online Allied Health students in the Cultural and Ethical Influences course at Northwestern…
Descriptors: College Students, Gamification, Learner Engagement, Student Attitudes
Mora-Gonzalez, Jose; Navarro-Mateos, Carmen; Isaac J. Pérez-López – Journal of Teaching in Physical Education, 2023
Purpose: To examine the effects of a 14-week gamification-based physical education teaching program on fitness in college students. Method: A convenience sample of 112 college students (21.22 ± 2.55 years) was distributed among a gamification-based group or a control group (i.e., traditional teaching). College students from the gamification group…
Descriptors: Films, Gamification, Physical Fitness, Health Promotion
Justina Hui Ru Tan; Wee Han Ang; Maw Lin Foo – Journal of Chemical Education, 2022
Game-based learning has been shown to promote active learning. We have designed a card game termed CountQuest, played on the online platform Zoom, to facilitate the revision of the effective atomic number (EAN) concept for metal complexes previously taught in lectures. This game was played by undergraduate and graduate chemistry students during…
Descriptors: Game Based Learning, Videoconferencing, Electronic Learning, Science Instruction
Chen, Xufeng – Education and Information Technologies, 2023
The educational process increasingly shifts towards the use of digital technologies every year. The change refers to all forms of education, namely primary, secondary, and higher. Hence, the possibility of interaction between higher and primary schools in the new conditions is of interest nowadays. The research paper aimed to assess the effect of…
Descriptors: Technology Uses in Education, Creative Thinking, Elementary School Students, Preservice Teachers
Norfarizah Mohd Bakhir; SiBo Zhou; Shu Chen; Zhou Tianlong – Journal of Educational Computing Research, 2025
This study investigates the effectiveness of digital games in arts education for learning art knowledge and enhancing art interest. Art knowledge includes the topics of art history, production, esthetics, and art criticism. A quasi-experimental approach was used in this study. A 1-month course on arts education digital games was conducted with 40…
Descriptors: College Students, Art Education, Art Appreciation, Art Criticism
Bakhsh, Khuda; Hafeez, Muhammad; Shahzad, Shumaila; Naureen, Bushra; Faisal Farid, Muhammad – Journal of Education and e-Learning Research, 2022
Digital game-based learning strategy is now widely used in various fields such as education, marketing and advertising. This learning strategy has attracted great attention from scholars and practitioners in recent years due to its effectiveness in various educational fields. As more research studies favored the constructive impact of games on the…
Descriptors: Game Based Learning, Electronic Learning, Educational Games, Learning Strategies
Ying-Lien Lin; Wei-Tsong Wang; Chih-Chen Kuo; Pi-Hsin Chen – Education and Information Technologies, 2025
This study explores the factors influencing students' online game-based learning (OGBL) performance. At present, motivating students to engage in learning actively represents a significant challenge faced by teachers and other stakeholders. Additionally, the findings of a variety of OGBL studies have been inconsistent or contradictory,…
Descriptors: Formative Evaluation, Incentives, Game Based Learning, Electronic Learning
Kulhanek, Abigail; Butler, Brittany; Bodnar, Cheryl A. – Educational Action Research, 2021
Gamification has been applied in multiple different contexts for increasing motivation towards completion of activities such as company loyalty programs, exercise initiatives, and corporate training. Although gamification has been applied within engineering classrooms previously, very little results have been obtained on how gamification…
Descriptors: Student Motivation, College Freshmen, Game Based Learning, Homework
Sale, R. Samuel – International Journal of Education and Development using Information and Communication Technology, 2022
In response to the increased prevalence of remote learning, and exhortation that educators adopt more experiential pedagogy, a methodology is presented to use a free, commercially available game to teach a variety of resource allocation problems in various disciplines. The use of games to provide experiential learning has been shown to increase…
Descriptors: Game Based Learning, Resource Allocation, Experiential Learning, Secondary School Students