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Wilk Oliveira; Pasqueline Dantas Scaico; Juho Hamari; Zhaoxing Li; Lei Shi – Journal of Computer Assisted Learning, 2025
Background: Gamification has been used in recent years to enhance the student experience in educational environments and to help students achieve an optimal experience. However, there is limited empirical evidence of the effects of gamification on specific psychological experiences, such as the students' flow experience, which is a highly…
Descriptors: Gamification, Learning Management Systems, Game Based Learning, Student Experience
Vu Thanh Tam Nguyen; Hsiu-Ling Chen; Van Tran Kieu Nguyen – Journal of Computer Assisted Learning, 2025
Background: Social-emotional practices are crucial in today's educational landscape, fostering students' emotional intelligence, resilience and interpersonal skills. Integrating these practices into the gamified flipped classroom approach creates an enriched learning environment. However, there exists a notable research gap regarding the specific…
Descriptors: Social Emotional Learning, Gamification, Flipped Classroom, Emotional Response
Davy Tsz Kit Ng; Chen Xinyu; Jac Ka Lok Leung; Samuel Kai Wah Chu – Journal of Computer Assisted Learning, 2024
Background: As the significance of artificial intelligence (AI) continues to increase, there is a need for effective scaffolding and support for novice learners. Educators have encountered challenges in effectively scaffolding novice learners AI concepts, and providing appropriate motivational support. Research evidence has shown the potential of…
Descriptors: Artificial Intelligence, Novices, Scaffolding (Teaching Technique), Game Based Learning

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