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Ying-Lien Lin; Wei-Tsong Wang; Min-Ju Hsieh – Education and Information Technologies, 2024
Self-regulated learning (SRL) strategies have been identified as a valuable component of digital game-based learning system (GBLS) activities. However, few studies have focused on the effects of information feedback on self-efficacy, SRL strategies, and perceived and actual learning effectiveness. Social cognitive and SRL theories describe the…
Descriptors: Self Efficacy, Self Management, Learning Strategies, Game Based Learning
Hans G. K. Hummel; Rob Nadolski; Hugo Huurdeman; Giel van Lankveld; Konstantinos Georgiadis; Aad Slootmaker; Hub Kurvers; Mick Hummel; Petra Neessen; Johan van den Boomen; Ron Pat-El; Julia Fischmann – Journal of Computer Assisted Learning, 2024
Background: Complex skills, like analytical thinking, are essential in preparing students for future professions. Serious games hold potential to stimulate the online acquisition of such professional skills in an active and experiential way. Objective: Rubrics are proven assessment and evaluation instruments, but were never directly integrated…
Descriptors: Game Based Learning, Scoring Rubrics, Educational Games, Computer Simulation
Chun-Yen Tsai; Yun-An Chen; Fu-Pei Hsieh; Min-Hsiung Chuang; Chien-Liang Lin – Journal of Educational Computing Research, 2024
In higher education, it is challenging to cultivate non-computer science majors' programming concepts. This study used the GAME model (gamification, assessment, modeling, and enquiry) in a programming education course to enhance undergraduates' self-efficacy and performance of basic programming concepts. There were 83 undergraduates taking part in…
Descriptors: Programming, Undergraduate Students, Self Efficacy, Gamification
Yeh, Yu-chu; Ting, Yu-Shan; Chiang, Jui-Ling – Educational Technology & Society, 2023
Creativity mindset (CM), grit, and self-determination have been defined as critical motivational variables affecting learners' self-efficacy. Therefore, this study pioneers the examination of the relationship between these motivational variables and creativity self-efficacy (CSE) during game-based learning. A Creativity Mindset Inventory (CMI) and…
Descriptors: Individual Development, Self Determination, Self Efficacy, Game Based Learning
Manuela Cantoia; Andrew Clegg; Andrea Tinterri – Computers in the Schools, 2024
Game-based learning (GBL) provides direct experience, reflection, and self-assessment opportunities. To support their knowledge and expertise on GBL, a group of Italian teachers volunteered in a four-month, free-access online training on GBL characteristics and GBL design to take games in school during the pandemic. Before the training, teachers…
Descriptors: Foreign Countries, Game Based Learning, Educational Games, Faculty Development
Skjelbred, Siv-Elisabeth; Daus, Stephan – Journal of Computer Assisted Learning, 2022
Background: The development and promotion of educational games are still outpacing knowledge of these games' effects, raising calls for evidence of benefits and challenges. Studies suggest that students and teachers like games, but the payoff of the investment in terms of increased motivation and achievement remains unclear. Objectives: This study…
Descriptors: Marketing, Simulation, Game Based Learning, Student Motivation
Marika Kunnas; Gail Prasad; Taylor Boreland; Shayna Brissett-Foster – Canadian Modern Language Review, 2024
French-as-a-second-language (FSL) teacher candidates' French proficiency and confidence are key indicators of recruitment and retention of FSL teachers. This paper outlines a pilot project, the Conversation Club, that was used to address linguistic insecurity and proficiency in FSL teacher candidates at one university. The Conversation Club was a…
Descriptors: Foreign Countries, Language Teachers, Second Language Learning, French
López-Hernández, Carlos; Lizarraga-Álvarez, Gloria Isabel; Soto-Pérez, Manuel – Accounting Education, 2023
This study presents an empirically validated serious game proposal to cope with the challenges of apathy and lack of security in freshmen studying accounting. A review of the literature on serious games in accounting education found a dearth of studies identifying the factors that promote their effectiveness. Therefore, this study first analyses…
Descriptors: Accounting, Business Administration Education, Experiential Learning, Game Based Learning
Hong, Jon-Chao; Hwang, Ming-Yueh; Hsu, Hui-Ting; Tai, Kai-Hsin – Journal of Research on Technology in Education, 2023
Gestalt perception relates to inferring a holistic scene from separate elements. Using this theory, an application game named Gestalt Puzzle was designed for students to play by recognizing a few parts of an image to reason the whole image of a particular object. Cognitive style can be divided into field independence (FI) and field dependence (FD)…
Descriptors: Game Based Learning, Self Efficacy, Anxiety, Cognitive Style
WeiHsuan Lo; Erin C. Wachter; Chelsea R. Miller – Journal of Educational Research and Innovation, 2023
In an ever-changing emotional, psychological, and physically developing world of education, it is important for educators to adapt creative skills to meet learners' needs. It is paramount for educators to develop creative skills to meet the needs of their learners and demonstrate effective classroom management. There is a gap between preservice…
Descriptors: Creativity, Self Efficacy, Classroom Techniques, Game Based 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
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
Bojan Lazarevic; Maja Stojanovic; Jelena Pisarov; Nemanja Bojanic – Journal of Baltic Science Education, 2024
This study examined the impact on the motivation of students toward learning physics upon applying the Nikola Tesla Center (NTC) learning system. The research was conducted using a quasi-experiment with a pretest-posttest non-equivalent control group design. The participants considered were a large group of 1371 students, from various grades and…
Descriptors: Learning Motivation, Science Education, Physics, Science Instruction
Li Ye; Ruoyan Wang; Yongxin Hang – Journal of Educational Computing Research, 2024
The pedagogical value and global relevance of heritage education regarding the safeguarding of global tradition and practice for future generations is indisputable. This research aims to investigate the efficacy of integrating a puzzle-based game, with scaffolding strategies, to enhance students' understanding and appreciation of cultural heritage…
Descriptors: College Students, Game Based Learning, Scaffolding (Teaching Technique), Heritage Education
Bohne, Thomas; Heine, Ina; Mueller, Felix; Zuercher, Paul-David Joshua; Eger, Vera Maria – IEEE Transactions on Learning Technologies, 2023
Gamification approaches to learning use game-inspired design elements to improve learning. Given manifold design options to implement gamification in virtual environments, an important but underexplored research area is how the composition of gamification elements affects learning. To advance research in this area, we systematically identified key…
Descriptors: Gamification, Game Based Learning, Educational Technology, Program Effectiveness