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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
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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
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Venkateswara Rao Tadiboyina; B. B. V. L. Deepak; Dhananjay Singh Bisht – Education and Information Technologies, 2024
Alphabet training of primary school students is an essential, but challenging activity. Alphabet knowledge is an important fundamental literacy skill which has been found to directly impact the future academic success of students. Game-based learning and the use of multimodal engagement activities have been found to be effective intervention…
Descriptors: Elementary School Students, Alphabets, Spelling Instruction, Educational Games
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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
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Matic, Ljerka Jukic; Karavakou, Myrto; Grizioti, Marianthi – International Journal of Game-Based Learning, 2023
The literature reports that while digital educational games are used in the elementary classroom, they are rarely, if ever, used in the upper secondary mathematics classroom. In order to investigate this situation, a survey was conducted to determine what upper secondary school mathematics teachers think about digital games and what obstacles and…
Descriptors: Game Based Learning, Electronic Learning, Educational Games, Learner Engagement
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Purvi Shah; Nandini Ajit Gadekar; Steven S. Taylor – Journal of Marketing Education, 2025
Marketing education has undergone a significant shift toward experiential learning and interactive pedagogical approaches. This article demonstrates the potential of educational escape rooms (EERs) as a novel and innovative tool for enhancing student engagement in marketing education. Building on the literature on experiential learning, game-based…
Descriptors: Gamification, Educational Games, Competition, Game Based Learning
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Jake McMullen; Antti Koskinen; Tomi Kärki; Antero Lindstedt; Saku Määttä; Hilma Halme; Erno Lehtinen; Minna M. Hannula-Sormunen; Kristian Kiili – Mathematical Thinking and Learning: An International Journal, 2024
Adaptive expertise is a highly sought after, but difficult to achieve, outcome of mathematics education. Many teaching methods appear to support the development of adaptive expertise only in a small proportion of students. Game-based learning environments may be useful for supporting adaptive expertise. Therefore, we carried out a…
Descriptors: Game Based Learning, Number Concepts, Knowledge Level, Intervention
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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
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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
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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
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Esther Sackett; Lisa M. Amoroso – Management Teaching Review, 2024
Challenged by COVID-19, we sought ways to increase engagement in the virtual classroom, capitalizing on a popular multiplayer game to teach persuasion to undergraduate students. In the game "Among Us[R]," players ("Crewmates") work together to repair their spaceship before it explodes while being attacked by other players…
Descriptors: Electronic Learning, Video Games, Computer Games, Game Based Learning
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Stewart, Nicole K.; Smith, Richard – Communication Teacher, 2023
Courses: Communication Theory, Information Society, Digital Cultures. Objectives: Students will demonstrate an ability to use mobile technologies, understand gaming cultures, and explore how everyday gaming connects to mobile issues.
Descriptors: Video Games, Electronic Learning, Distance Education, Game Based Learning
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Andrej Jerman Blažic; Borka Jerman Blažic – Education and Information Technologies, 2025
This paper presents a new developed methodology for teaching and learning subjects that although are very important in the modern digital society are neglected in high school education programs: cybersecurity and cyber safety. A Study among the EU high schools in 2021-2022 revealed that computer science teachers are not regularly upgrading their…
Descriptors: Computer Security, Technology Education, Computer Science Education, Electronic Learning
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Maria Valentina Toral Murillo; Melissa Fernandez Torres; Karen Itzel Mexicano Muro; Elvira Rodriguez Flores – Journal of Education and e-Learning Research, 2025
Innovations have been made to educational strategies in health sciences to increase intrinsic motivation in students which helps generate a significant and active learning in students with the help of methodologies, such as gamification, using escape rooms (ER) and the use of digital tools, such as the Sectra Table. The objective of this study is…
Descriptors: Foreign Countries, Medical Students, Nursing Students, Student Motivation
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
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