Publication Date
| In 2026 | 0 |
| Since 2025 | 2 |
| Since 2022 (last 5 years) | 5 |
| Since 2017 (last 10 years) | 7 |
| Since 2007 (last 20 years) | 7 |
Descriptor
| Educational Benefits | 7 |
| Game Based Learning | 7 |
| Student Attitudes | 7 |
| Computer Games | 3 |
| Student Motivation | 3 |
| Teaching Methods | 3 |
| Educational Games | 2 |
| Educational Innovation | 2 |
| Foreign Countries | 2 |
| Instructional Effectiveness | 2 |
| Learner Engagement | 2 |
| More ▼ | |
Source
| Brock Education: A Journal of… | 1 |
| Computer Assisted Language… | 1 |
| Contemporary Educational… | 1 |
| Journal of Education and… | 1 |
| Journal of Management… | 1 |
| Journal of University… | 1 |
| New Zealand Council for… | 1 |
Author
| Abdulrahman Alshimai | 1 |
| Ablakwa, Cephas | 1 |
| Akenson, Ashley B. | 1 |
| Anis Suriati Ahmad | 1 |
| Ayad Aldaijy | 1 |
| Besnoy, Kevin | 1 |
| Bolstad, Rachel | 1 |
| Chen, Hao-Jan Howard | 1 |
| Chitiyo, George | 1 |
| Davis, Krista M. | 1 |
| Gironella, Fiona | 1 |
| More ▼ | |
Publication Type
| Reports - Research | 7 |
| Journal Articles | 6 |
| Tests/Questionnaires | 1 |
Education Level
| Higher Education | 4 |
| Postsecondary Education | 4 |
| Secondary Education | 2 |
| Elementary Education | 1 |
| Elementary Secondary Education | 1 |
| Grade 12 | 1 |
| High Schools | 1 |
Audience
Location
| Malaysia | 1 |
| New Zealand | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
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
Chitiyo, George; Zagumny, Lisa; Littrell, Michael N.; Besnoy, Kevin; Akenson, Ashley B.; Davis, Krista M.; Ablakwa, Cephas; Lastres, Marlana – Brock Education: A Journal of Educational Research and Practice, 2021
This paper explores students' perceptions of the benefits of chess-based instruction as part of an evaluation of a Chess in Schools (CIS) program implemented in 2017-2018 by a State Department of Education in the southeastern United States. The data were collected using a cross-sectional survey administered to students at the end of the academic…
Descriptors: Student Attitudes, Games, Educational Benefits, Game Based Learning
Ragad M. Tawafak; Waleed Mugahed Al-Rahmi; Abdulrahman Alshimai; Ibrahim Yaussef Alyoussef; Ayad Aldaijy – Contemporary Educational Technology, 2025
The importance of gameplay extends beyond mere entertainment, playing a crucial role in shaping behavioral intentions (BIs) in various contexts. This research aims to discover how digital gameplay influences students' BIs, mainly in the context of technology adoption in education. The main objective is to investigate the impact of digital gameplay…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Computer Games
Gironella, Fiona – Journal of University Teaching and Learning Practice, 2023
This article explores the praxis of gamification pedagogy and post-secondary course design. The literature on gamified design theory and current research on its application as a pedagogy are explored. A student-centric, motivationally based gamification design model is proposed, operationalized, implemented, evaluated, and reiterated. The design…
Descriptors: Gamification, Game Based Learning, Student Centered Learning, Higher Education
Mai P. Trinh; Robert J. Chico; Rachel M. Reed – Journal of Management Education, 2024
Innovative instructional methods can help improve student engagement and learning outcomes when teaching difficult subjects, such as statistics. This instructional innovation article illustrates how gamification can be applied in management education to improve students' learning experience, engagement, and acquisition of knowledge. Our purpose is…
Descriptors: Statistics Education, Game Based Learning, Teaching Methods, Graduate Students
Lai, Kuo-Wei Kyle; Chen, Hao-Jan Howard – Computer Assisted Language Learning, 2023
Research on vocabulary acquisition in digital game-based learning has been increasing over the years, with advancements in technology giving rise to numerous learning alternatives in second language acquisition. As virtual reality gaming offers new opportunities to explore its effectiveness in language learning, it is thus important to investigate…
Descriptors: Vocabulary Development, Game Based Learning, Second Language Learning, Second Language Instruction
Bolstad, Rachel; McDowall, Sue – New Zealand Council for Educational Research, 2019
This report discusses the potential of games to support learning, and what innovative game-based (or "gameful") learning and teaching practices can look like in a range of New Zealand school settings. Over 2 years, we undertook fieldwork in 14 schools, interviewed 21 teachers and more than 100 students ranging from Year 3 to Year 13. We…
Descriptors: Foreign Countries, Game Based Learning, Educational Innovation, Educational Practices

Peer reviewed
Direct link
