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Duygu Gur; Yalin Kilic Turel – Turkish Online Journal of Distance Education, 2025
Different variables such as motivation, achievement, and engagement have been investigated in studies on gamification in the field of educational technologies. However, the obtained results differ, which emphasizes the need for studies based on concrete findings related to current trends and needs. In this study, we aim to reveal current research…
Descriptors: Educational Research, Gamification, Learner Engagement, Student Motivation
Guanzheng Chen; Yuying Fan – International Journal of Distance Education Technologies, 2025
Language delay impacts children's social development. Game-based teaching has shown promise in enhancing language skills, however, the effectiveness of digital game-based teaching for children with language delay remains underexplored. This study, focusing on Chinese kindergarten students, investigated the impact of digital game-based teaching…
Descriptors: Computer Games, Game Based Learning, Language Acquisition, Developmental Delays
Tauber, Amanda L.; Levonis, Stephan M.; Schweiker, Stephanie S. – Journal of Chemical Education, 2022
This study explores the design and delivery of two gamified, virtual laboratories, created to replace or compliment the compulsory third-semester university chemistry laboratories. Due to the COVID-19 pandemic, laboratory experiments needed to be adapted to suit both on- and off-campus students. Here, we include detailed guidelines on how to…
Descriptors: Game Based Learning, Distance Education, Science Laboratories, Student Experience
Squire, Nikki – Technology, Knowledge and Learning, 2023
Digital game-based learning (DGBL) is becoming a prominent innovative approach used in higher education to gamify the learning experience. Research studies using DGBL as a framework for game design has shown promising results in increasing student engagement, motivation, interaction, satisfaction, and most of all, learning outcomes among…
Descriptors: Undergraduate Students, Game Based Learning, Audience Response Systems, Distance Education
Hameedur Rahman; Samiya Abdul Wahid; Faizan Ahmad; Numan Ali – Education and Information Technologies, 2024
Virtual classrooms based on the metaverse or virtual reality are useful and effective for imparting basic chemistry concepts. Interactive and immersive environments can effectively teach fundamental chemistry concepts, such as chemical bonding and formulas, thereby making these otherwise abstract and intangible ideas more accessible and…
Descriptors: Chemistry, Science Instruction, Game Based Learning, Computer Simulation
Bahari, Akbar – Open Learning, 2022
Adopting the focus on form (FonF) practice model, the effectiveness of game-based collaborative vocabulary learning (GBCVL) was tested as a tool to develop vocabulary size and depth with a focus on dynamicity and nonlinearity of second language (L2) learner motivation. To improve the measures, a mixed-methods approach was used on a sample of 95…
Descriptors: Game Based Learning, Cooperative Learning, Vocabulary Development, Blended Learning
Gamification in Economics and Its Impact on Students' Achievement: Lesson from COVID-19 in Indonesia
Wardoyo, Cipto; Satrio, Yogi Dwi; Narmaditya, Bagus Shandy; Wibowo, Agus – Cypriot Journal of Educational Sciences, 2021
Providing teaching and learning activities during the Covid-19 pandemic has been a global challenge, and the government has responded to this issue by conducting distance learning using technology. This study introduces and evaluates gamification learning in economics employing to enhance the students' achievements. This study elaborates on a new…
Descriptors: Foreign Countries, COVID-19, Pandemics, Economics Education
Usta, Neslihan; Cagan, Büsra – Higher Education Studies, 2022
This study examines the effect of "Mangala" on the mathematical motivation and problem-solving skill levels (PSoSL) of 6th -grade students. A single-group pre-test-post-test quasi-experimental design based on the quantitative research approach was used in the study conducted through distance education. The sample consisted of 14 6th…
Descriptors: Mathematics Instruction, Grade 6, Problem Solving, Mathematics Skills
Abdullah, Muhammad Ilyas; Inayati, Dian; Karyawati, Ninik Nurlaila – Journal of Education and Learning (EduLearn), 2022
Education sector is heavily affected by COVID-19 pandemic, leading to reduced learning motivation among students. Factors including dismal learning environment, stress, and anxiety are believed to be the reasons of students' lower motivation among students. This study investigated the use of Nearpod in an elementary school to improve student…
Descriptors: Learning Motivation, Elementary School Students, Game Based Learning, Distance Education
Kier, Cheryl A. – Journal of Academic Ethics, 2019
This project assesses the ability of a game tutorial, "Goblin Threat" to increase university students' ability to recognize plagiarized passages. The game tutorial covers information about how to cite properly, types and consequences of plagiarism, and the differences between paraphrasing and plagiarism. The game involves finding and…
Descriptors: Plagiarism, Intervention, Game Based Learning, Online Courses
Bovermann, Klaudia; Bastiaens, Theo – Journal of Interactive Learning Research, 2019
This study investigated the use of gamification in blended learning for a bachelor's degree class in educational technology. Points and leaderboards in class were implemented to research the influence on intrinsic motivation and collaborative learning. In the quantitative part, comparative data was collected in a between-groups design. Forty-six…
Descriptors: Game Based Learning, Blended Learning, Undergraduate Students, Cooperative Learning
Ng, Davy Tsz Kit; Chu, Samuel Kai Wah – Online Learning, 2021
In Hong Kong, after-school activities have long been used to foster friendships and to allow students to pursue their interests in an informal setting. This case study reports on a three-phase action research process in which information technology teachers delivered after-school activities focused on artificial intelligence during the COVID-19…
Descriptors: Student Motivation, Student Satisfaction, Secondary School Students, Artificial Intelligence
Kommers, Piet, Ed.; Viana, Adriana Backx Noronha, Ed.; Issa, Tomayess, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2020
These proceedings contain the papers of the 7th International Conference on Educational Technologies 2020 (ICEduTech 2020), which has been organised by the International Association for Development of the Information Society and co-organised by the University of São Paulo ("Universidade de São Paulo"), Brazil, from 5 to 7 February 2020.…
Descriptors: Cognitive Style, Handheld Devices, Telecommunications, Graduate Students