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Showing 91 to 105 of 426 results Save | Export
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Tianqi Huang; Zhenan Feng; Daniel Paes; Fei Ying; Xilei Zhao; Max Kinateder; E. R. Langer; Ruggiero Lovreglio – Journal of Computer Assisted Learning, 2025
Background: Wildfires have become increasingly frequent and destructive, highlighting the need for more effective public education on safety and preparedness. Gamification, the use of game design elements in non-game contexts, offers a promising strategy to enhance learner engagement and educational effectiveness compared to traditional methods.…
Descriptors: Natural Disasters, Fire Protection, Safety Education, Gamification
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Veronica Membrive, Editor – IGI Global, 2024
"Practices and Implementation of Gamification in Higher Education" is a comprehensive book that explores the integration of gamification in tertiary education as an innovative approach to teaching and learning. By leveraging the mechanics of games, educators are able to achieve enhanced results, foster critical thinking, and promote…
Descriptors: College Faculty, Gamification, Game Based Learning, Educational Games
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Gang Yang; Dan Zheng; Ji-Huan Chen; Qun-Fang Zeng; Yun-Fang Tu; Xiao-Li Zheng – Interactive Learning Environments, 2024
The game-based learning approach to developing students' computational thinking (CT) current has received attention from researchers. However, the compatibility between games and instruction is often insufficient to accommodate the entertaining and educational nature of the curriculum entirely, and the benefits of game-based learning could be…
Descriptors: Role Playing, Educational Games, Mental Computation, Learner Engagement
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Chatchadaporn Pinthong; Natpawee Poungkaew; Titapa Ampaipis; Jirapipat Thanyaphongphat; Panu Pimviriyakul; Somchart Maenpuen – Journal of Chemical Education, 2024
The coronavirus (COVID-19) pandemic prevented students from attending on-site classes. Consequently, their face-to-face interactions decreased. Thus, it became crucial to design learning activities to enhance the motivation of students and inspire them to achieve the desired learning outcomes during the long disruption of on-site classes. Mobile…
Descriptors: Undergraduate Study, Educational Games, Game Based Learning, Learning Activities
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Jason Taylor – Analytic Teaching and Philosophical Praxis, 2021
Jason Taylor aims in this article to establish two related claims: first, that the features of games provide fertile grounds on which long term philosophical engagement can be fostered; and second, that the attitude of playfulness is a happy bedfellow for the attitude and dispositions that dialogical inquiry is designed to foster in both…
Descriptors: Play, Games, Inquiry, Learner Engagement
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Szendroi, László; Dhir, Krishna S.; Czakó, Katalin – International Journal of Game-Based Learning, 2022
In this study, a gamification process was implemented in an undergraduate course of Economics that consisted 397 students. The primary purpose of the research was to empirically validate the effects of gamification in terms of the variables of engagement, motivation, entertainment, perceived relevance of the course, knowledge increase and…
Descriptors: Game Based Learning, Economics Education, Undergraduate Students, Outcomes of Education
Domitrovich, Joshua L. – ProQuest LLC, 2022
Higher education practitioners continue to search for ways to increase student engagement with career services offices to improve students' career readiness and employability. The use and effectiveness of gamification to increase student engagement in co-curricular environments is an understudied area of educational research. Therefore, the…
Descriptors: Learner Engagement, Game Based Learning, Student Attitudes, Career Counseling
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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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Stohlmann, Micah S. – School Science and Mathematics, 2023
Escape rooms have been receiving more attention for use in education. Escape rooms are games in which teams solve multiple puzzles and challenges using clues, hints, and strategy to determine how to escape from a locked room. The implementation of escape rooms has the potential for increasing students' mathematical understanding and engagement.…
Descriptors: Mathematics Education, Electronic Learning, Problem Solving, Game Based Learning
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Richardson, Deborah South; Bledsoe, Robert S.; Manning, Kailea – College Teaching, 2023
The authors' scholarly reflective narrative addresses the rewards and challenges of an immersive experiential active learning pedagogy. They ask, "was it worth it?" for students and for themselves. Although research evidence makes it clear that active learning benefits student learning and engagement, designing a course to incorporate…
Descriptors: Active Learning, Learner Engagement, College Faculty, College Students
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McLain, Nina; Collins, Mary Jane; Baskin, LaWanda – International Journal for the Scholarship of Teaching and Learning, 2023
Active learning with student engagement has been demonstrated to improve knowledge retention and improve learning in graduate education. Nurse anesthesia education has traditionally been taught using lecture with slide presentations without considering student centered learning. Much attention has been given to active learning strategies to…
Descriptors: Active Learning, Graduate Students, Nursing Education, Learner Engagement
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Chen, Shing-lung; Liu, Yeu-Ting – Interactive Learning Environments, 2023
In the language learning literature, games often deal with foreign language vocabulary, but rarely with learning sentences, and barely with conversations. This study set out to examine the effects of game-based learning on foreign language learners' learning of sentences and discourse-level forms in the following settings: "learning with game…
Descriptors: Second Language Learning, Game Based Learning, Educational Games, Learning Motivation
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Bacalja, Alexander; Nash, Brady L. – English Teaching: Practice and Critique, 2023
Purpose: This paper aims to explore the characteristics of playful literacies in case study research examining digital games in secondary English classrooms. It analyzes how educators use play as a resource for meaning-making and the impacts of play on student learning. Design/methodology/approach: The authors used a keyword search in relevant…
Descriptors: Secondary School Students, Play, Game Based Learning, Language Arts
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Imge Akcakaya Waite; Aysegul Akcay Kavakoglu; Lacramioara Diana Robescu; Diana Mariana Cocarta; Liana Ioana Vuta – International Journal of Sustainability in Higher Education, 2024
Purpose: This study aims to enhance integration of game-based learning (GBL) as a tool for conveying intricate circular economy (CE) concepts effectively into international and interdisciplinary higher education collaborations for the development of sustainable communities. Design/methodology/approach: A series of game-based workshops by the…
Descriptors: Game Based Learning, Educational Cooperation, Interdisciplinary Approach, Foreign Countries
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Gary Wong Wai Chung; Daniel Shen Jiandong; Paulina Pui Yun Wong – International Society for Technology, Education, and Science, 2024
This study examines the effectiveness of a game-based metaverse platform in enhancing learning outcomes in economics education. Students were virtually transported back to the Great Depression within the metaverse. System data and self-assessment surveys assessed aspects such as ease of use and perceived usefulness for learning, evaluating their…
Descriptors: Game Based Learning, Economics Education, Instructional Effectiveness, Undergraduate Students
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