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Osman Özdemir – Journal of Computer Assisted Learning, 2025
Background: In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are…
Descriptors: Game Based Learning, Video Games, Academic Achievement, Student Motivation
Zhao, Jingjie; Zhou, Kaiyuan; Ding, Yi – Asia-Pacific Education Researcher, 2022
Applying digital games (DG) in medical education and learning is increasing. The purpose of this meta-analysis was to determine the effectiveness of DG compared with other methods in terms of improving knowledge or satisfaction of learners in the medical field. An extensive search of publications dated between 2010 and 2020 was carried out through…
Descriptors: Game Based Learning, Medical Education, Instructional Effectiveness, Student Satisfaction
Xiaoli Huang; Wei Xu; Ruijia Liu – International Journal of Distance Education Technologies, 2025
This article presents a meta-analysis of the existing literature using Stata 18.0, focusing on the effects of ITSs on learning attitudes, knowledge acquisition, learner motivation, performance, problem-solving skills, test scores, and educational outcomes across different countries and educational levels (k = 30, g = 0.86). The findings suggest…
Descriptors: Intelligent Tutoring Systems, Outcomes of Education, Learning Motivation, Student Attitudes
Núñez-Pacheco, Rosa; Espinoza-Montoya, Claudia; Yucra-Quispe, Liz-Marjorie; Turpo-Gebera, Osbaldo; Aguaded, Ignacio – Journal of Technology and Science Education, 2023
Video games have become an important element of contemporary life. The need to use them in the field of education has given rise to the appearance of serious video games, which have been specially designed to achieve objectives at different educational levels and generate spaces for educational innovation. The purpose of this work is to…
Descriptors: Video Games, Game Based Learning, Engineering Education, Student Attitudes
Gréhaigne, Jean-Francis; Godbout, Paul – Journal of Teaching in Physical Education, 2021
Purpose: The researchers discuss the debate of ideas (DoI) and student understanding conducted on questioning and student answers or discussions in game-based approaches and on DoI as used in the tactical-decision learning model. Literature Review: Literature regarding types of questions and expected student answers and questioning for learning in…
Descriptors: Team Sports, Physical Education, Teaching Methods, Game Based Learning
van Gaalen, A. E. J.; Brouwer, J.; Schönrock-Adema, J.; Bouwkamp-Timmer, T.; Jaarsma, A. D. C.; Georgiadis, J. R. – Advances in Health Sciences Education, 2021
Gamification refers to using game attributes in a non-gaming context. Health professions educators increasingly turn to gamification to optimize students' learning outcomes. However, little is known about the concept of gamification and its possible working mechanisms. This review focused on empirical evidence for the effectiveness of gamification…
Descriptors: Game Based Learning, Allied Health Occupations Education, Literature Reviews, Instructional Effectiveness
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
Liang, Min; Lim, Cher Ping; Park, Jonghwi; Mendoza, Norman B. – Educational Technology Research and Development, 2023
The education pathways and opportunities of schoolgirls in Asia are facing different challenges. The empirical studies have implemented Information and Communication Technology-enabled learning to expand such pathways and opportunities and promote education inclusiveness and equity. Through the Gender Analysis Framework, this review paper focuses…
Descriptors: Information Technology, Females, Foreign Countries, Educational Quality
Donkin, Rebecca; Rasmussen, Rosemary – Anatomical Sciences Education, 2021
The impact of the COVID-19 pandemic has presented challenges in medical education particularly, with development of online learning in a short time period. Notably there has been a significant increase in the use of digital technology applications to meet this challenge. For instance, in the first quarter of 2020 the game-based software Kahoot!…
Descriptors: Educational Technology, Game Based Learning, Educational Games, Anatomy
Bodnar, Cheryl A.; Anastasio, Daniel; Enszer, Joshua A.; Burkey, Daniel D. – Journal of Engineering Education, 2016
Background: Many students may not respond strongly to instruction that they do not perceive as engaging. One pedagogical approach to help engage students involves the use of games. Educational games can provide students with a motivating and stimulating environment while providing them with immediate feedback to promote learning. Purpose: This…
Descriptors: Game Based Learning, Engineering Education, Undergraduate Students, Learner Engagement