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Showing 1 to 15 of 87 results Save | Export
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P. M. Shanthami – Journal of Educational Technology, 2025
This study aimed to investigate the impact of gamification on students' learning outcomes in a higher secondary school subject, specifically focusing on the topic of Morphology. A quasi-experimental research design was employed, involving an experimental group that received gamified instruction using Kahoot and a control group that received…
Descriptors: Gamification, Botany, Secondary School Students, Science Instruction
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Belén Ramírez de Arellano Falcón; Javier del Olmo-Muñoz; Ramón Cózar-Gutiérrez; José Antonio González-Calero – Asia Pacific Education Review, 2025
Computational thinking is becoming an essential skill in educational systems. There is, however, still a great deal to learn about it. This research aims to evaluate whether the inclusion of a specific material (Junior School Bebras Cards) favors the development of primary students' computational thinking skills. For this purpose, 37 fourth-grade…
Descriptors: Thinking Skills, Computer Science Education, Game Based Learning, Outcomes of Education
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Hao, Kuang-Chung – Interactive Learning Environments, 2023
This study designed a digital teaching game named Kitties' Magic Journey (KMJ). The principle of leveraging in the course of natural technology and life was used as the teaching subject. The game combined design items included animation, narrative story, fun and usability, which integrated ARCS learning motivation theory. The experimental group…
Descriptors: Video Games, Game Based Learning, Student Motivation, Animation
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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
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Muzaffer Özgü Bulut; Ayse Akarsu; Ersoy Karabay – Center for Educational Policy Studies Journal, 2025
The paper presents research conducted among Turkish primary school classroom teachers regarding their personal and professional views about creating and using KeKeÇa body music games as educational tools. The core principles of the KeKeÇa body music approach -- embodiment, play orientation and arts integration -- are increasingly recognised as…
Descriptors: Foreign Countries, Elementary School Teachers, Teacher Attitudes, Teaching Methods
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Nietfeld, John L.; Sperling, Rayne A.; Young, Taylor M. – New Directions for Teaching and Learning, 2023
In this chapter, we explore how faculty employ the use of gamification and game-based learning environments (GBLE) in postsecondary education. Gamification refers to the use of game-design elements while game-based learning refers to the use of digital education games. Both are increasingly popular instructional practices and, in this chapter, we…
Descriptors: College Faculty, Postsecondary Education, Gamification, Game Based Learning
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Bereitschaft, Bradley – Journal of Geography in Higher Education, 2023
This paper presents a review of the literature on the use of commercially available city building games (CBGs), such as SimCity and Cities: Skylines, as learning tools in classroom instruction. Given the ubiquity and popularity of digital games, particularly among young people, instructors in a variety of fields and at various academic levels have…
Descriptors: Video Games, Game Based Learning, Geographic Concepts, Spatial Ability
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Pedro Santos Bartolomé; Tom Van Gerven – European Journal of Engineering Education, 2025
The authors develop an educational simulation game for basic vapour-liquid equilibrium (VLE) to use in chemical engineering education, basing the design on educational guidelines from the active learning literature. The game is tested in three cohorts totalling 84 students, showing significant increase in a knowledge test of VLE, and positive…
Descriptors: Foreign Countries, Undergraduate Students, Chemical Engineering, Computer Simulation
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Capinding, Andie Tangonan – European Journal of Educational Research, 2022
The primary goal of this study was to explore the effectiveness of Quizizz in enhancing students' motivation, interest, and achievement in physics. This study was conducted at the Nueva Ecija University of Science and Technology (NEUST)-Gabaldon campus during the second semester of the academic year 2021-2022. This study used both a descriptive…
Descriptors: Game Based Learning, Evaluation Methods, Instructional Effectiveness, Physics
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Jones, Matthew; Blanton, Jedediah E.; Williams, Rachel E. – Active Learning in Higher Education, 2023
Self-determination theory (SDT) has empirical support in understanding and enhancing motivation in a variety of contexts, including education settings. Niemac and Ryan have highlighted that using SDT in course design can lead to stronger fulfilment of an internal locus of causality regarding course work. One course design method anchored in SDT is…
Descriptors: Gamification, Student Motivation, Self Determination, Curriculum Development
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Yu-Cheng Lin; Huei-Tse Hou – Interactive Learning Environments, 2024
The integration of augmented reality (AR) and game-based learning could increase interaction in educational games and provide more learning guidance in higher education courses. This study developed an AR educational board game that featured cognitive scaffolding, immediate feedback, and collaborative interaction. The study also analyzed and…
Descriptors: Instructional Effectiveness, Scaffolding (Teaching Technique), Computer Simulation, Educational Technology
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Norlia Mat Norwani; Zuriadah Ismail; Rohaila Yusof; Nastasya Athira Mohd Nasir; Anis Suriati Ahmad – Journal of Education and Learning (EduLearn), 2025
Employers often perceive accounting graduates as lacking motivation and soft skills. The research proposes that game-based learning (GBL) will enhance students' motivation, teamwork, critical thinking, communication skills, and promote learning. Research instruments include academic motivation scale (AMS) utilized to measure motivation, skills…
Descriptors: Accounting, Business Education, Game Based Learning, Soft Skills
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Rahul Mohandas; Subhashree Mohapatra – Digital Education Review, 2025
Game-based learning (GBL) is an effective learning tool for medical and dental undergraduates in enhancing knowledge and skills as well as gaining student engagement and motivation. Educational games can create a social constructivist learning environment, where learners can construct their knowledge through interactions with their peers and…
Descriptors: Undergraduate Students, Dentistry, Game Based Learning, Student Motivation
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Wu, Ting-Ting; Sung, Tien-Wen – Interactive Learning Environments, 2023
Social science education aims to enable people to acquire the knowledge and abilities necessary to lead a normal social life. However, social science is often neglected in basic education compared with languages and mathematics, thus affecting students' learning motivation and achievements. In this study, a digital game-based review system was…
Descriptors: Game Based Learning, Outcomes of Education, Elementary School Students, Social Sciences
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Yu-Cheng Lin; Huei-Tse Hou – Educational Psychology, 2023
The research objective of this study is to understand the effects of different types of learning scaffolding on learning effectiveness, flow, anxiety, motivation, and emotions. The research design was to divide the 96 students into three groups: mobile scaffolding game-based learning group, general game-based learning group, and video learning…
Descriptors: Scaffolding (Teaching Technique), Game Based Learning, Instructional Effectiveness, Learning Experience
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