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Jiawen Liu; Rustam Shadiev – Education and Information Technologies, 2025
There is a growing body of research exploring the application of digital games in Digital Citizenship Education (DCE) to enhance learner engagement within the information society. However, not many studies have systematically reviewed published research on this important topic. To address this gap, the present study systematically reviews…
Descriptors: Literature Reviews, Elementary School Students, Middle School Students, Game Based Learning
Panfilova, Valentina; Spichak, Valentina; Zhumakhanova, Anargul – International Journal of Web-Based Learning and Teaching Technologies, 2022
The study considers the features of the algorithms of educational mobile games. The research analyzes the main functions and characteristics of 55 educational mobile games. The system of each mobile application for learning a foreign language consists of 13 key algorithms. An experiment involving three Russian (342 participants) higher educational…
Descriptors: Educational Games, Handheld Devices, Vocabulary Development, Second Language Learning
Nesterowicz, Krzysztof; Bayramova, Ulkar; Fereshtehnejad, Seyed-Mohammad; Scarlat, Ana; Ash, Anthony; Augustyn, Anna Maria; Szádeczky, Tamás – International Journal of Information and Communication Technology Education, 2022
Massive open online courses (MOOCs) aim at unlimited participation and open access via the web. There are concerns about the actual value of such courses. This is predominantly due to higher dropout rates. According to studies, only 7-13% go on to complete these courses. The high dropout rate in MOOCs is a challenge for education providers. This…
Descriptors: Game Based Learning, Online Courses, Dropout Rate, Dropout Prevention
Lin, Yao-San; Lim, Jie Ni; Wu, Yung-Sen – Education Sciences, 2022
The Chinese language is the mother tongue that most students in Singapore need to master. However, for many local students, due to the use of English as the main language in Singapore's families and the living environment, the time and frequency of using Chinese and the exposure to Chinese characters are relatively insufficient, which leads to a…
Descriptors: Game Based Learning, Educational Technology, Electronic Learning, Alphabets
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
Rolando B. Magat – Journal of Information Technology Education: Innovations in Practice, 2023
Aim/Purpose: The study examined how the developed mobile courseware can be used as instructional material to improve senior high school statistics and probability learning, particularly during distance learning caused by the COVID-19 pandemic. The study also aims to assess the gamified mobile courseware's engagement, functionality, aesthetics, and…
Descriptors: Gamification, Statistics Education, Probability, Electronic Learning
Ya-Ting Yu; Mengping Tsuei – Interactive Learning Environments, 2023
This quasi-experimental study examined the effects of digital game-based learning (DGBL) on elementary-school students' Chinese language learning, self-efficacy and attention. In total, 126 fourth-graders participated in the study for 6 weeks. Two digital games with different mechanisms (completion-contingent and performance-contingent rewards)…
Descriptors: Game Based Learning, Learner Engagement, Attention Control, Self Efficacy
John L. Nietfeld; Kristin F. Hoffmann – Journal of Computer Assisted Learning, 2024
Background: Goal setting has been established in the literature as a critical component of self-regulated learning and for effective problem-solving. Yet, surprisingly little attention has been focused on goal-directed behaviour in digital game-based learning environments (GBLEs) despite their expanding use in educational contexts. Objectives: The…
Descriptors: Game Based Learning, Educational Environment, Goal Orientation, Electronic Learning
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
Syynimaa, Kirsi; Lainema, Kirsi; Lainema, Timo – International Association for Development of the Information Society, 2022
Game-based learning (GBL) environments are shown to support open-ended inquiry, collaborative learning, shared knowledge creation and decision-making processes. The study at hand focuses on examining students' descriptions of problematic situations and collaborative learning in a virtual simulation game. We were interested in what kinds of…
Descriptors: Teamwork, Cooperative Learning, Game Based Learning, Electronic Learning
David Bar-El – ProQuest LLC, 2022
We are witnessing an excitement about digital games and related immersive media as these become ever more prevalent in the world. Governments, private companies, and research institutes are investing in these technologies in hopes of transforming education. However, while scholarship on digital game-based learning has been steadily growing over…
Descriptors: Teaching Experience, Teaching Methods, Electronic Learning, Game Based Learning
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
Yang, Kai-Hsiang; Chen, Hsiao-Hua – Interactive Learning Environments, 2023
Many studies have confirmed that digital game-based learning can effectively improve students' learning motivation and that properly integrating learning strategies into digital games can effectively improve students' learning achievement. However, rare research has been considered the long-term effect of learning retention. In the current study,…
Descriptors: Active Learning, Learning Strategies, Electronic Learning, Game Based Learning
Kazu, Ibrahim Yasar; Kuvvetli, Murat – Education and Information Technologies, 2023
This research aimed to explore the views of 8th grade students on digital game-based English language learning as a foreign language (EFL). A total of 69 students between the ages of 12 and 14 participated in the study. Students' vocabulary acquisition skills were tested using a web 2.0 application called "Quizziz." The study utilized a…
Descriptors: Instructional Effectiveness, Evaluation Methods, Video Games, Game Based Learning
Increasing Math Knowledge in 3rd Grade: Evaluating Student Use & Teacher Perceptions of Imagine Math
Paoze Lee – ProQuest LLC, 2023
Students across the nation struggle with learning mathematics for a variety of reasons such as the abstract nature, there is only one correct answer and how math is foundational. With the recent increase in the use of digital programs, school districts across the nation have turned to digital math programs for math intervention and learning.…
Descriptors: Grade 3, Mathematics, Elementary School Mathematics, Game Based Learning

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