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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
G. Ramesh; Al-Maskari Azzah; Mohammed Said Al-Mughairi Habiba; Santos Mary Pauline – Learning and Teaching in Higher Education: Gulf Perspectives, 2025
Purpose: The purpose of this research was to examine the impact of gamification on students' engagement and to understand their perceptions of gamification as a teaching and learning style. Design/methodology/approach: The participants in this research were students who had studied the principles of accounting courses at University of Technology…
Descriptors: Foreign Countries, Gamification, Learner Engagement, Accounting
Kim, Yoon Jeon; Knowles, Mariah A.; Scianna, Jennifer; Lin, Grace; Ruipérez-Valiente, José A. – British Journal of Educational Technology, 2023
Game-based assessment (GBA), a specific application of games for learning, has been recognized as an alternative form of assessment. While there is a substantive body of literature that supports the educational benefits of GBA, limited work investigates the validity and generalizability of such systems. In this paper, we describe applications of…
Descriptors: Learning Analytics, Validity, Generalizability Theory, Game Based Learning
Wendy James; Grainne Oates; Nikki Schonfeldt – Accounting Education, 2025
There is growing support to the argument that effective use of technology in blended learning initiatives, such as gamification, can influence student retention and combat low levels of student engagement as well as improve academic performance. The aim of this study is to investigate the effectiveness of a gamified mobile application (GMA)…
Descriptors: Accounting, Business Education, Learner Engagement, Instructional Materials
Yanjun Pan; Elizabeth L. Adams; Leanne R. Ketterlin-Geller; Eric C. Larson; Corey Clark – Educational Technology Research and Development, 2024
Computational thinking is acknowledged as an essential competency for everyone to learn. However, teachers find it challenging to implement the existing learning approaches in K-12 settings because the existing approaches often focus on teaching computing concepts and skills (i.e., programming skills) rather than on helping students develop their…
Descriptors: Middle School Students, Game Based Learning, Mathematics Education, Computation
Meital Amzalag; Dorin Kadusi; Shimon Peretz – Journal of Educational Computing Research, 2024
Abundant research has tried to understand how games can be designed and used effectively to improve the learning process and to examine the correlations between digital learning games and student motivation, engagement, and knowledge retention. The current study examined the correlation between learning through digital game-based learning (DGBL)…
Descriptors: Learner Engagement, Academic Achievement, Game Based Learning, Electronic Learning
Cook-Chennault, Kimberly; Villanueva Alarcón, Idalis; Jacob, Gabrielle – Education Sciences, 2022
The use of educational digital games as supplemental tools to course instruction materials has increased over the last several decades and especially since the COVID-19 pandemic. Though these types of instructional games have been employed in the majority of STEM disciplines, less is known about how diverse populations of students interpret and…
Descriptors: Video Games, Computer Games, Educational Games, Game Based Learning
Hunt-Gómez, Coral I.; Moreno-Fernández, Olga; Moreno-Crespo, Pilar; Ferreras-Listán, Mario – Journal of University Teaching and Learning Practice, 2020
Fast and easy Internet and knowledge access by just a click are some of the characteristics of the twenty first century. This means that this knowledge has been acquired fast and superficially. Thus, discernment turns into something ephemeral, because there is not a profound examination of the aspects dealt with. This is caused by the enormous…
Descriptors: Teaching Methods, Females, Student Attitudes, Learner Engagement
Jessica H. Hunt; Michelle Taub; Matthew Marino; Kenneth Holman; Alejandra Duarte; Brianna Bentley – North American Chapter of the International Group for the Psychology of Mathematics Education, 2023
We analyzed the effects of a game-based, supplemental fraction curriculum on fourth and fifth grade students' fraction knowledge, engagement, and STEM interest. Students with and without disabilities with intersecting identities (e.g., race, disability status, gender) comprised the sample. Results indicate significant differences in fraction…
Descriptors: Fractions, Mathematics Instruction, Game Based Learning, Learner Engagement
Ruiperez-Valiente, Jose A.; Gaydos, Matthew; Rosenheck, Louisa; Kim, Yoon Jeon; Klopfer, Eric – IEEE Transactions on Learning Technologies, 2020
Learning games have great potential to become an integral part of new classrooms of the future. One of the key reported benefits is the capacity to keep students deeply engaged during their learning process. Therefore, it is necessary to develop models that can measure quantitatively how learners are engaging with learning games to inform game…
Descriptors: Behavior Patterns, Learner Engagement, Learning Analytics, Computer Games
Vidoni, Carla; André, Mauro – Early Child Development and Care, 2019
Student-designed games (SDG) are a student-centred approach that motivates students to work together while designing and playing their own games based on their ability level. The purpose of this study was to investigate students' social interactions during 11 lessons of SDG focused on target games. Participants were 27 fifth-graders. Lessons were…
Descriptors: Game Based Learning, Design, Interaction, Elementary School Students
Elisabetta M. Cigognini; Andrea Nardi – European Journal of Open, Distance and E-Learning, 2024
This study aims to explore the educational potential of Minecraft as a learning environment that supports active teaching methods, especially in remote contexts. It presents the experience of remote laboratory teaching within the MineClass project conducted from 2018 to 2021, addressing the challenges posed by the reduction of in-person and online…
Descriptors: Video Games, Game Based Learning, Technology Uses in Education, COVID-19
Shu, Liuyi; Liu, Min – Journal of Educational Multimedia and Hypermedia, 2019
Game-based learning is getting popular in both K-12 schools and colleges. Research is needed to understand how engagement can influence learning and what specific factors of game-based learning that affect learners. In this study, we reviewed a total of 20 empirical studies from refereed journals that examined student engagement in game-based…
Descriptors: Learner Engagement, Educational Games, Learning Processes, Outcomes of Education
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Grantee Submission, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Marzano Research, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
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