NotesFAQContact Us
Collection
Advanced
Search Tips
Audience
Laws, Policies, & Programs
Assessments and Surveys
Positive and Negative Affect…1
What Works Clearinghouse Rating
Meets WWC Standards with or without Reservations2
Showing 1 to 15 of 42 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Zehui Zhan; Yao Tong; Xixin Lan; Baichang Zhong – Interactive Learning Environments, 2024
In recent years, Game-Based Learning (GBL) has been widely adopted in various educational settings. This paper aims to review empirical studies that adopt GBL in the field of AI education and explore its future research perspectives. After a systematic keyword search in the online database and a snowballing approach, a total of 125 empirical…
Descriptors: Game Based Learning, Robotics, Teaching Methods, Artificial Intelligence
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Duygu Gur; Yalin Kilic Turel – Turkish Online Journal of Distance Education, 2025
Different variables such as motivation, achievement, and engagement have been investigated in studies on gamification in the field of educational technologies. However, the obtained results differ, which emphasizes the need for studies based on concrete findings related to current trends and needs. In this study, we aim to reveal current research…
Descriptors: Educational Research, Gamification, Learner Engagement, Student Motivation
Peer reviewed Peer reviewed
Direct linkDirect link
Yasemin Kahyaoglu Erdogmus; Adile Askim Kurt – Education and Information Technologies, 2024
This study investigated pedagogical agent (with/without) and feedback (explanatory/confirmatory) types on achievement, flow experience, and cognitive load in a digital game-based learning environment. We developed a game about spreadsheets and prepared four versions of the game in the context of pedagogical agent and feedback types. Through the…
Descriptors: Cognitive Processes, Difficulty Level, Skill Development, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Yue Hu – Innovations in Education and Teaching International, 2024
Kahoot!, a game-based student response system, is increasingly being incorporated into classrooms to maintain student engagement, improve classroom dynamics, and enhance learning outcomes. However, empirical studies exploring how using Kahoot! affects university students' learning, particularly in China, are scant. This exploratory, one-group,…
Descriptors: Game Based Learning, Educational Games, Technology Uses in Education, Student Reaction
Peer reviewed Peer reviewed
Direct linkDirect link
Manal Kharbouch; Ambrosio Toval; Francisco Garcia-Sanchez; Alberto Garcia Berna; Jose Luis Fernandez Aleman – IEEE Transactions on Education, 2024
Contribution: This article provides evidence on the influence of serious games (SGs) in software engineering (SE) education on students' scores, exam attendance, and chance of passing. It also highlights the impact of teachers' experience with the implementation of SGs as a learning approach on the aforementioned metrics. Background: Although…
Descriptors: Game Based Learning, Computer Software, Scores, Tests
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Asli Bahar Ivgin; Hakan Akcay – International Journal of Technology in Education, 2024
Game-based learning has attracted great interest in science education as an effective way to increase student achievement. Most studies in this field have focused on digital or non-digital games. In the literature, some studies generally compare educational games with traditional teaching methods. More studies need to be conducted to compare the…
Descriptors: Educational Games, Middle School Students, Science Achievement, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Ting-Chia Hsu; Mu-Sheng Chen – Education and Information Technologies, 2025
This study aimed to compare the effectiveness of the experiential learning cycle (ELC) and self-regulated learning (SRL), both implemented through a game-based approach (AI 2 Robot City board game), in fostering computational thinking (CT) and understanding of artificial intelligence (AI) applications in university level. The sample consisted of…
Descriptors: College Freshmen, Artificial Intelligence, Logical Thinking, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
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
Myra Colet DeVore Pierce – ProQuest LLC, 2024
Adults are faced daily with making financial decisions, some which are very difficult, therefore, more knowledge is necessary about personal finance to help adults make wise financial decisions. This study examined if there was a statistically significant difference in pretest and posttest scores from the Test for Financial Literacy (TFL) as well…
Descriptors: Game Based Learning, Financial Literacy, Scores, High School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Ching-Yi Chang; Intan Setiani; Jie Chi Yang – Journal of Educational Computing Research, 2025
Traditional teaching methods often limit interactive learning, negatively impacting students' motivation and learning achievement. Moreover, fostering collaborative awareness and problem-solving skills is crucial for developing the core competencies of future nursing professionals. To address these challenges, this study proposed an escape…
Descriptors: Educational Games, Puzzles, Computer Assisted Instruction, Electronic Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Rincon-Flores, Elvira G.; Mena, Juanjo; López-Camacho, Eunice – Education Sciences, 2022
Gamification is usually understood as a pedagogical strategy that favors student engagement and motivation. Traditionally it is composed of dynamics, mechanics, and components. The purpose of this study was to compare Engineering and Economics and Social Sciences undergraduate students in their performance (grades), motivation, quality of…
Descriptors: Game Based Learning, Teaching Methods, Academic Achievement, Student Motivation
Kara Theresa McGillicuddy – ProQuest LLC, 2020
Games and learning have many overlapping characteristics, which has led to the popular trend of using games as educational tools. However, game-based learning (GBL) has not been sufficiently evaluated through the lens of individual learner differences. The theoretical frameworks of goal achievement orientation and self-determination theory (SDT)…
Descriptors: Game Based Learning, Academic Achievement, Learner Engagement, Goal Orientation
Peer reviewed Peer reviewed
Direct linkDirect link
Sercemeli, Murat; Baydas Onlu, Ozlem – Education and Information Technologies, 2023
The study aims to examine student emotions and behavior in a Gamified Learning Environment (GLE) in detail. In the study, in order to reveal the behavior (dynamics) and feelings (emotions) that emerge within the framework of the mechanics applied in the GLE process, it is within the scope of the main objectives of the study to determine how…
Descriptors: Accounting, Teaching Methods, Game Based Learning, Outcomes of Education
Peer reviewed Peer reviewed
Direct linkDirect link
Herkes, Sharon M.; Gordon-Thomson, Clare; Arnaiz, sabel A.; Muir, Meloni M.; Wardak, Dewa; King, Dane A. – Advances in Physiology Education, 2021
A digital mobile card-matching game called eFlip was developed to assist second-year undergraduate medical science students to learn core content and understand key associations in physiology. Our team developed customized content of core physiological associations, of increasing difficulty, for upload on a generic card-matching platform. The…
Descriptors: Academic Failure, Game Based Learning, Physiology, Undergraduate Students
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Garcia, Fabrício Wickey da Silva; Oliveira, Sandro Ronaldo Bezerra; Carvalho, Elielton da Costa – Informatics in Education, 2023
The contents taught in the programming subjects have a great relevance in the formation of computing students. However, these subjects are characterized by high failure rates, as they require logical reasoning and mathematical knowledge. Thus, establishing knowledge through the subject of algorithms can help students to overcome these difficulties…
Descriptors: Teaching Methods, Algorithms, Undergraduate Students, Computer Science Education
Previous Page | Next Page »
Pages: 1  |  2  |  3