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Matic, Ljerka Jukic; Karavakou, Myrto; Grizioti, Marianthi – International Journal of Game-Based Learning, 2023
The literature reports that while digital educational games are used in the elementary classroom, they are rarely, if ever, used in the upper secondary mathematics classroom. In order to investigate this situation, a survey was conducted to determine what upper secondary school mathematics teachers think about digital games and what obstacles and…
Descriptors: Game Based Learning, Electronic Learning, Educational Games, Learner Engagement
Lester, Danielle; Skulmoski, Gregory J.; Fisher, Darren P.; Mehrotra, Vishal; Lim, Iris; Lang, Alexander; Keogh, Justin W. L. – British Journal of Educational Technology, 2023
While gamification and game-based learning have both been demonstrated to have a host of educational benefits for university students, many university educators do not routinely use these approaches in their teaching. Therefore, this systematic review, conducted using the PRISMA guidelines, sought to identify the primary drivers and barriers to…
Descriptors: College Faculty, Gamification, Game Based Learning, Teacher Attitudes
Ali Soleymani; Maarten De Laat; Marcus Specht – Electronic Journal of e-Learning, 2025
Gamification has emerged as a promising strategy to enhance student engagement and learning outcomes in computer science education. This study uses Wenger's Value Creation Framework to evaluate and design the gamification elements in the "Answers" platform, a Professional Learning Network (PLN) developed at TU Delft. Using a…
Descriptors: Computer Science Education, Game Based Learning, Interpersonal Relationship, Student Motivation
Perihan Korkut; Sevki Kömür; Ertan Deren; Firat Akdogan – International Journal of Education & the Arts, 2025
This study was conducted in the context of the Tales by Teens project, which uses process drama as a part of its procedure. The study examines one teacher's reflection-in-action during two process dramas, focusing on the complex interplay between pedagogical thinking and student influences. Using a case study research design, it investigates how…
Descriptors: Drama, Teacher Attitudes, Teaching Methods, Reflection
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
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
Graham, Dakeyan C. – ProQuest LLC, 2022
Teacher perception has been demonstrated to be a key contributor to instructional practices within the classroom. As additional technologies become available to enhance and supplement instructional practices, game-based learning has emerged as an included component to classroom strategies for improved student achievement. With primary focus within…
Descriptors: Elementary School Teachers, Teacher Attitudes, Game Based Learning, English Instruction
Russo, James; Bragg, Leicha A.; Russo, Toby – International Electronic Journal of Elementary Education, 2021
Mathematical games are widely employed by Australian primary school teachers to support mathematics instruction. Despite broad usage, prior research has not focused on the how and why games are employed from a teacher perspective. Australian primary school teachers (n = 248) completed a questionnaire designed to probe their experience with…
Descriptors: Elementary School Teachers, Game Based Learning, Mathematics Instruction, Foreign Countries
Goehlert, Timothy T. – ProQuest LLC, 2022
When both students and teachers are disengaged, there is an impact at the class level and on the larger educational community. Thus, examining experiential methods that spark professor interest and passion as well as engage students is beneficial for faculty development, student learning, and institutional improvement. This thematic analysis…
Descriptors: Game Based Learning, College Faculty, Teacher Attitudes, Best Practices
Hee Jin Bang; Khanh-Phuong Thai – Age of Learning, Inc., 2022
This study investigated the effectiveness of My Reading Academy, a digital learning program designed to develop foundational reading skills in early childhood education. The research examined whether the implementation of this adaptive game-based curriculum could strengthen early reading skills and increase student interest in learning to read…
Descriptors: Preschool Education, Kindergarten, Educational Technology, Game Based Learning
Panayiota Georgiou Josephidou – ProQuest LLC, 2024
This study explored the use of gamification when teaching Greek as a L2. It examined how Greek teachers in different schools in Cyprus use gamification and if it affects their students in learning. It explored their perceptions of the effects on student motivation and engagement. The study was of qualitative approach and semi-structured interviews…
Descriptors: Foreign Countries, Second Language Learning, Second Language Instruction, Game Based Learning
Yong Zeng; John E. McEneaney – Journal of Research Initiatives, 2022
This text presents an argument that competition, as a pedagogical design element, facilitates students' learning motivation in digital game-based learning environments (DGBLEs). Since competition has long been regarded as an adverse pedagogical element for fostering students' learning motivation, a considerable proportion of educators and…
Descriptors: Students, Game Based Learning, Computer Games, Educational Games
Thai, Khanh-Phuong; Bang, Hee Jin; Li, Linlin – Journal of Research on Educational Effectiveness, 2022
This study examines whether "My Math Academy," a digital game-based learning environment that provides personalized content and adaptive embedded assessments, can improve math knowledge of Transitional Kindergarten and Kindergarten students. A cluster randomized study was conducted with 20 classrooms, 10 of which were randomly assigned…
Descriptors: Mathematics Instruction, Knowledge Level, Kindergarten, Game Based Learning
Sandoval, Scott; Lamb, Jodi A. – International Journal of Technology in Education, 2023
With the changes in the educational landscape, holding students' attention has become an even more crucial point. Educators are having to find creative ways and means to engage students and make learning 'fun'. There have been numerous research studies to show that gamification can be used to drive student engagement, achievement, and reinforce…
Descriptors: Game Based Learning, Advanced Placement, Learner Engagement, Teaching Methods
Hee Jin Bang; Amanda Siebert-Evenstone – Age of Learning, Inc., 2023
This study evaluated the implementation and effectiveness of My Math Academy and My Reading Academy, two digital learning programs, in supporting early math and literacy skill development during the 2021-2022 school year in Tyler Independent School District, Texas. In a district where 85% of students were eligible for free and reduced-price meals,…
Descriptors: Social Services, Federal Programs, Low Income Students, Preschool Education
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