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Showing 1 to 15 of 29 results Save | Export
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Kai Guo; Yuchun Zhong; Zamzami Zainuddin; Samuel Kai Wah Chu – Education and Information Technologies, 2024
Given the crucial role of writing in both academic and workplace settings, teachers should constantly seek effective ways to improve their students' writing skills. The use of games or their elements to support the teaching and learning of writing has gained much attention in language education studies. Despite the increasing number of empirical…
Descriptors: Game Based Learning, Educational Games, Writing Instruction, Teaching Methods
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Howard, Natalie-Jane – Learning, Media and Technology, 2023
Online gamification is an innovative educational practice, yet little is known about how the socio-material imbrications entailed in this pedagogical approach influence educator professional identities. Adopting a social-material sensibility to examine lecturer professional identities, this qualitative study mobilises visual-elicitation interviews…
Descriptors: Gamification, Educational Games, Teacher Attitudes, Professional Identity
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Ilbeigi, Mohammad; Bairaktarova, Diana; Morteza, Azita – Journal of Civil Engineering Education, 2023
The long history of experiential learning in construction engineering shows the significant potential of cognitive development through direct experience. Recent advancements in gamification, especially digital serious games, can help educators develop novel pedagogical strategies to promote active and experiential learning in controlled settings.…
Descriptors: Gamification, Experiential Learning, Construction Industry, Engineering Education
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Yi-Fan Wang; Mei-Hua Hsu; Max Yue-Feng Wang – Health Education Journal, 2025
Objective: The medical terminology escape room game (MTEG) is a chatbot designed for gamified education that aims to transform memorizing complex medical terminology into an enjoyable experience for medical students. By combining elements of ARCS (Attention, Relevance, Confidence and Satisfaction) theory with escape room adventures, the MTEG aims…
Descriptors: Vocabulary Development, Medical Education, Game Based Learning, Nursing Students
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Isaac J. Pérez-López; Carmen Navarro-Mateos; Jose Mora-Gonzalez – Innovations in Education and Teaching International, 2025
The training of future teachers requires innovative strategies that involve and motivate students. The aim of this study was to analyse the impact of a digital serious game on students' emotional variables. A total of 62 students aged 22-23 years of age from a Master's degree participated. A digital serious game called 'The case of the stolen…
Descriptors: Computer Games, Educational Games, Psychological Patterns, Emotional Response
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Andreas Marougkas; Christos Troussas; Akrivi Krouska; Cleo Sgouropoulou – Smart Learning Environments, 2025
Virtual Reality has proven to be highly promising within the field of learning. Most VR learning methods do not effectively implement pedagogical models or adapt to the individual's learning style. This research aims to bridge this gap by integrating Fuzzy Cognitive Maps (FCMs), Flow Theory and Gamification within an educational Virtual Reality…
Descriptors: Computer Simulation, Computer Games, Educational Games, Computer Science Education
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Fabian Arlt; Hans-Jürgen Arlt – SpringerBriefs in Education, 2023
This interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online…
Descriptors: Gamification, Video Games, Computer Games, Artificial Intelligence
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David Faitelson; Shai Gul; Michal Arieli – PRIMUS, 2024
Exercise is essential for mastering mathematics, but it faces two major hurdles. First, students are often not motivated to do their homework. Second, checking traditional homework is a manual and labor-intensive process that becomes harder to support as the number of students increases. We argue that computer games could alleviate both problems.…
Descriptors: Mathematics Instruction, College Mathematics, Homework, Computer Games
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Melchor-Ferrer, Elias; Davia-Rodriguez, Maria Angeles – Education and Information Technologies, 2023
This paper introduces a computer application, based on The Alphabet Game, designed to assist students of all disciplines understand the key academic concepts used in their respective fields, with specific application to economics and the study of national accounts. This approach offers a valuable contribution, in view of the difficulties often…
Descriptors: Foreign Countries, Computer Games, Gamification, College Students
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Chapman, Jared R.; Kohler, Tanner B.; Gedeborg, Sam – Journal of Educational Computing Research, 2023
Research on gamification's effects in educational environments has been a growing domain in recent years. As research has demonstrated the power of gamified systems to effectively motivate learners in educational settings, it has also become clear that not all individuals are motivated in the same way, or to the same extent, by the same gamified…
Descriptors: Educational Technology, Gamification, Student Motivation, Student Attitudes
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Fabio Spano; Adam Kardos; Craig Dennis Howard – International Journal of Designs for Learning, 2025
This design case presents a gamified dictionary learning intervention for away-from-school learning. Intended to be mobile, the game features AI speech recognition for practicing English words and phrases. We also introduce a second feature--an integrated teacher dashboard that addresses issues in traditional homework--a lack of immediate feedback…
Descriptors: Gamification, Dictionaries, Artificial Intelligence, English (Second Language)
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Melike Sule Yildiza; Yavuz Yaman – Journal of Learning and Teaching in Digital Age, 2024
The aim of this study is to investigate the effect of digital gamification-based instruction on the attitudes towards mathematics and anxiety of seventh-grade gifted students in the "Equation and Equation" unit. In this study, pretest-posttest unbalanced group experimental design was used. The study was conducted in the 2022-2023…
Descriptors: Gamification, Computer Games, Student Attitudes, Mathematics Anxiety
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Kohnke, Lucas; Moorhouse, Benjamin Luke – RELC Journal: A Journal of Language Teaching and Research, 2022
Technology is increasingly being used to foster engagement, enhance classroom dynamics, promote autonomy and improve the student learning experience in language learning environments. Many teachers have begun to employ digital apps and tools (e.g. Mentimeter and GoSoapBox) as a more interactive alternative to traditional activities. One product…
Descriptors: Gamification, Game Based Learning, Second Language Learning, Language Teachers
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Gawlik-Kobylinska, Malgorzata – Interactive Learning Environments, 2023
The Proteus effect of exergames has been widely regarded as a factor that influences human performance and learning. Within the context of security and defense exergames, identification with a digital alter-ego affects students' task performance as well as their emotional states. In the present study, we examined the influence of the perceived…
Descriptors: Computer Games, Computer Simulation, Physical Fitness, Masculinity
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Jewoong Moon; Sheunghyun Yeo; Qi Si; Abiodun Stephen Ijeluola – International Journal of Mathematical Education in Science and Technology, 2025
We conducted a scoping review on game-based learning (GBL) for mathematics teacher education. In recent decades, GBL has been largely applied to K-12 education contexts. GBL has aimed to promote students' deeper understanding of mathematics knowledge via game-based activities. With the evolving needs of GBL in mathematics education, recent…
Descriptors: Game Based Learning, Mathematics Teachers, Mathematics Education, Teacher Education
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