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Jiaopin Ren; Lixian Tian – Education and Information Technologies, 2025
Numerous scholars have empirically explored the impact of gamification on enhancing students' learning, yielding varied findings regarding the effectiveness of gamification, but whether students of different learning styles are all supportive of gamified education and game elements is still an open question. This study examined whether and why…
Descriptors: Cognitive Style, Gamification, Undergraduate Students, Game Based Learning
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Joaquín Jiménez-Puerto; Gianni Gallello – Journal of Computer Assisted Learning, 2025
Background: In the dynamic landscape of higher education, innovation through gamification has emerged as a successful approach to enhance student learning and motivation. Archaeological studies have particularly benefited from innovative pedagogy, as traditional teaching methods often struggle to engage younger generations. Aims: To evaluate the…
Descriptors: Archaeology, Instructional Innovation, History Instruction, College Students
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Muhammad Zulfadhli Zulkefly; Fauzi Mohamed Yusof – Malaysian Online Journal of Educational Sciences, 2025
This study aims to evaluate the impact of Circumference Board gamification on the achievement of second-form students in the topic of circles at two schools in Putrajaya, Malaysia. The study involved 60 students, with 30 students from each school (15 male and 15 female) selected using random stratified sampling. A quasi-experimental design was…
Descriptors: Gamification, Mathematics Instruction, Game Based Learning, Geometric Concepts
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Mehmet Oguz Göle; Zeynep Fulya Temel – Journal of Theoretical Educational Science, 2024
This study examines the effects of digital game-based and different educational programs on the phonological awareness skills of 60-72-month-old children. The study group of the research consists of 60-72-month-old children studying in kindergartens affiliated with primary schools. The study group was divided into three experimental groups and one…
Descriptors: Kindergarten, Elementary Schools, Game Based Learning, Phonological Awareness
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Josef Kunhart; Jan Bartoška – Journal on Efficiency and Responsibility in Education and Science, 2025
Hands-on experience is an essential part of project management education. We researched to determine whether our practical seminars organized as part of an undergraduate project management course provide the expected learning experience consistent with current project management practice. We organized two practical seminars for students in four…
Descriptors: Psychological Patterns, Administrator Education, Experiential Learning, Undergraduate Students
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Yada Atanan; Amornrat Saithongdee – Journal of Education and Learning, 2024
This computer game was designed and developed to enhance the skills of high school students in balancing chemical equations. The game simulates a trip to the beach and consists of three missions, ranging from easy to difficult levels, enabling players to engage in a contextual learning experience. The objectives of this computer game development…
Descriptors: Foreign Countries, High School Students, Educational Games, Game Based Learning
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Diane Apeah-Kubi – Journal of Teaching in Social Work, 2025
This article will present a case study on how game-based learning (GBL) -- a live quiz specifically, was used to support the teaching and learning in a social work practice educator program at a university in London. A GBL platform was used to create a live online quiz which was used as a tool to assess 50 trainee practice educators' (TPEs)…
Descriptors: Social Work, Counselor Training, Game Based Learning, Foreign Countries
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Camila Aparecida Errerias Fernandes Cardinali; Yandara Akamine Martins; Rodrigo Pereira Prates; Emmanuel Veríssimo de Araújo; Felipe Jose Costa Viana; Maria Eleticia de Sousa; Eduardo da Cunha Bombardi; Marcus Vinicius Chrysostomo Baldo; Maria Tereza Nunes – Advances in Physiology Education, 2025
Games and analogies can significantly enrich the learning experience when integrated with traditional expository teaching methods. With this aim, we developed "The Mystery of the Cell Kingdom," an online game designed to enhance understanding of the physiology of thyroid hormones through a medieval analogy. In the game, students are…
Descriptors: Game Based Learning, Physiology, Metabolism, Educational Games
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Xiaomei Li; Ruiyi Li – Innovations in Education and Teaching International, 2025
Nowadays, gamification has gained widespread acceptance in education. However, limited studies have focused on whether and how game-based learning impacts university students' creativity. This study aims to explore the relationship between university students' engagement in game-based learning and their creativity. By drawing upon flow theory…
Descriptors: Foreign Countries, Gamification, Game Based Learning, Creativity
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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
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Toby Russo; James Russo – Australian Primary Mathematics Classroom, 2024
Mathematical games can be used to engage learners, promote fluency and deepen conceptual understanding. When considering the level of engagement of students, sometimes a small change can have a large impact. Something as simple as switching dice for cards in a game and, importantly, introducing a 'non-replacement' mechanism to the gameplay, can…
Descriptors: Foreign Countries, Mathematics Instruction, Educational Games, Gamification
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Aigul I. Akhmetova; Salima S. Seitenova; Begzod K. Khodjaev; Odinakhon R. Jamoldinova; Saule Z. Yerkebaeva; Kenzhegul U. Kazybayeva – Contemporary Educational Technology, 2025
This study presents the first comprehensive dual-database bibliometric analysis of game-based learning research, investigating its evolution between 2015 and 2024 through analysis of 34,125 documents from Scopus (18,487) and Web of Science (WoS) (15,638) using advanced visualization techniques. The findings reveal consistent field expansion with…
Descriptors: Game Based Learning, Bibliometrics, Educational Research, Periodicals
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Oscar Rodrigo González-López; María Buenadicha-Mateos; Juan Luis Tato-Jiménez; María Isabel Sánchez-Hernández – SAGE Open, 2025
Using a descriptive cross-sectional survey design, this study investigates how different player types--achiever, explorer, killer, and socializer--engage with gamified learning elements in higher education. Grounded in Self-Determination Theory--which emphasizes autonomy, competence, and relatedness in fostering intrinsic motivation--the research…
Descriptors: Gamification, Game Based Learning, Higher Education, Student Characteristics
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Mads Paludan Goddiksen; Aurélien Allard; Anna Catharina Vieira Armond; Christine Clavien; Hillar Loor; Céline Schöpfer; Orsolya Varga; Mikkel Willum Johansen – International Journal for Educational Integrity, 2024
In this paper, we introduce "Integrity Games" (https://integgame.eu/)--a freely available, gamified online teaching tool on academic integrity. In addition, we present results from a randomized controlled experiment measuring the learning outcomes from playing "Integrity Games." "Integrity Games" engages students in…
Descriptors: Game Based Learning, Educational Technology, Integrity, Cheating
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Hu, Bo; Ju, Xing-Da; Liu, Huan-Huan; Wu, Han-Qian; Bi, Chao; Lu, Chang – Cognitive Research: Principles and Implications, 2023
Misinformation affects various aspects of people's lives, such as politics, entertainment, and social interactions. However, effective intervention measures to combat misinformation are lacking. The inoculation theory has become a prevalent measure of misinformation. This study employed inoculation theory and developed an interactive game to help…
Descriptors: Game Based Learning, Visual Aids, Misinformation, Information Literacy
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