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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
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
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
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
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
Moffett, Jenny; Cassidy, Dara – Online Learning, 2023
There is increasing interest in the application of game-based learning approaches to education. Educators across a wide range of contexts are using digital games such as educational escape rooms to promote learner motivation and support skills development. Whilst the literature describes multiple game-based learning theories that can underpin such…
Descriptors: Educational Games, Puzzles, Design, Thinking Skills
Matt Offord; Sarah Honeychurch; Nick Quinn; Matthew Barr; Helen Mullen – Journal of Learning Development in Higher Education, 2022
This case study aims to highlight the ease of use and effectiveness of an escape room game by describing how it was implemented in an undergraduate business course. The case study demonstrates the simplicity of a straightforward text-based game and how this was used in a large course of online students. Our case study aims to present our…
Descriptors: Puzzles, Educational Games, Undergraduate Students, Business Education
Mauricio E. Reyes; Ricardo Cruz; Ivan Meza – Interactive Learning Environments, 2024
In this work, we study the feeling of membership in undergraduate students who interact with their higher education institution through a virtual environment. We explore the "Centro de Investigaciones en Diseño Industrial" (CIDI) case, in which a virtual environment was built using the Roblox platform to enhance the online experience…
Descriptors: Foreign Countries, Undergraduate Students, Distance Education, Electronic Learning
Squire, Nikki – Technology, Knowledge and Learning, 2023
Digital game-based learning (DGBL) is becoming a prominent innovative approach used in higher education to gamify the learning experience. Research studies using DGBL as a framework for game design has shown promising results in increasing student engagement, motivation, interaction, satisfaction, and most of all, learning outcomes among…
Descriptors: Undergraduate Students, Game Based Learning, Audience Response Systems, Distance Education
John Stewart; Kathleen Sheppard – International Journal of Designs for Learning, 2021
To combat high dropout rates and low motivation for online courses, we gamified a history of science course. To do so, we used an online educational program called 3DGameLab to convert what had been a well-liked face-to-face lecture and discussion course to an online format, for the purposes of long-distance teaching and learning. Within…
Descriptors: Game Based Learning, Curriculum Development, Science History, Online Courses
Hirkani, Munira; Hegde, Geeta; Kamath, Ramakrishna; Sonwane, Tejaswini; Angane, Esha; Gajbhiye, Riya – Advances in Physiology Education, 2022
Developing group cohesiveness in the online environment is important for a satisfying learning experience. This article describes an innovative use of crosswords as a "group" activity along with a hybrid version of Medical Pictionary and Medical Charades, in a medical school in India, to engage the learners, encourage interactions and…
Descriptors: Electronic Learning, Group Unity, Group Activities, Medical Students
Garcia, Fabrício Wickey da Silva; Oliveira, Sandro Ronaldo Bezerra; Carvalho, Elielton da Costa – Informatics in Education, 2023
The contents taught in the programming subjects have a great relevance in the formation of computing students. However, these subjects are characterized by high failure rates, as they require logical reasoning and mathematical knowledge. Thus, establishing knowledge through the subject of algorithms can help students to overcome these difficulties…
Descriptors: Teaching Methods, Algorithms, Undergraduate Students, Computer Science Education
Belogianni, Katerina; Ooms, Ann; Lykou, Anastasia; Nikoletou, Dimitra; Jayne Moir, Hannah – Health Education Journal, 2023
Background: Adopting healthy weight-related behaviours in emerging adulthood has long-term health benefits. Digital interventions using game-elements have the potential to improve diet and physical activity outcomes. Universities are influential settings in shifting emerging adults' behaviour and can deliver health-promoting interventions to young…
Descriptors: Foreign Countries, Game Based Learning, Electronic Learning, Intervention
Elena Carrión Candel; Cristina de-la-Peña; Beatriz Chaves Yuste – Education and Information Technologies, 2024
The scientific literature reveals the impact of applying game-based videos and gamification on undergraduates' learning. This work proposes, within an online context, using these educational strategies to make students the active protagonists of their learning. Therefore, this paper aims to analyze the students' perception of the effectiveness of…
Descriptors: Preservice Teachers, Student Attitudes, Active Learning, Teaching Methods