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Min Lan; Xiaofeng Zhou – npj Science of Learning, 2025
This systematic review explores the burgeoning intersection of Artificial Intelligence (AI) applications and self-regulated learning (SRL) in higher education. Aiming to synthesize empirical studies, we employed a qualitative approach to scrutinize AI's role in supporting SRL processes. Through a meticulous selection process adhering to PRISMA…
Descriptors: Artificial Intelligence, Technology Uses in Education, Self Management, College Students
Adam Dabrowski; Ayako Yokogawa – Vocabulary Learning and Instruction, 2025
Flow is described as a state in which people become so involved or engrossed in an activity that nothing else seems to matter (Csikszentmihalyi, 2009). This state of consciousness seems to occur when a person is involved in a task and seemingly unable to stop. Flow states are marked by (a) a perceived balance of skills and challenge, (b)…
Descriptors: Computer Simulation, Game Based Learning, Vocabulary, Attention
Nese Dokumaci Sütçü; Tugba Örnek – Journal of Theoretical Educational Science, 2025
The aim of this study was to examine the potential effect of intelligence games on the problem-posing skills of mathematics teachers. The research, in which case study, one of the qualitative research methods, was preferred, was conducted with two mathematics teachers enrolled in the Mathematics Education Master's Program with Thesis at a state…
Descriptors: Game Based Learning, Problem Solving, Mathematics Teachers, Masters Programs
Andre Thomas; Jamaal Young; Michael Rugh; Hadeel Ramadan; Wenting Weng – International Journal of Game-Based Learning, 2025
Calculus is the foundation for any STEM degree, yet a large percentage of students fail calculus. Very little is known about the effect purposefully designed video games can have on STEM students studying calculus. The objective of this study was to analyze the impact a purposefully designed educational video game has on freshmen college students…
Descriptors: Calculus, Video Games, Game Based Learning, STEM Education
José Nunes da Silva Júnior; Maria do Socorro Caldas Teotônio; Maria Elenir Nobre Pinho Ribeiro; Jeanny da Silva Maciel; Alda Karine Medeiros Holanda; Francisca Gleyciara Cavalcante Pinheiro; Maria Clara de Oliveira Alexandre; David Salviano de Oliveira; Antonio Jose´ Melo Leite Junior – Journal of Chemical Education, 2025
This article describes the design, implementation, and evaluation of the gamification of laboratory activities in a General Chemistry course at the Federal University of Ceará in Brazil. In the gamified laboratory, seven experiments traditionally performed in the course were transformed into ten missions, incorporating game elements such as…
Descriptors: Gamification, Science Laboratories, Chemistry, Science Experiments
Tan Ming Kuang; Lidya Agustina; Yani Monalisa – Accounting Education, 2024
Although digital game-based learning (DGBL) has the potential to enhance learning motivation and complex cognitive skills of students, its adoption and effectiveness are heavily dependent on lecturers' acceptance. Comprehending lecturers' perceptions and beliefs underlying their decision-making processes is therefore significant. This study…
Descriptors: Foreign Countries, Business Education, Higher Education, Teacher Attitudes
Dmitrii Pastushenkov; Olesia Pavlenko; Steven Clancy – Language Learning & Technology, 2025
In this article, we delve into the application of the online game-based learning and testing platform Kahoot! with second language (L2) learners of Russian and explore how this tool can enhance our students' experiences. Following a brief overview of digital game-based learning (DGBL) and previous research on L2 learning through Kahoot!, we…
Descriptors: Online Courses, Game Based Learning, Second Language Instruction, Russian
Ernesto Pacheco-Velazquez; Virginia Rodés; David Salinas-Navarro – Journal of Technology and Science Education, 2024
This study investigates the impact of game-based learning (GBL), an increasingly popular educational approach, on the development of self-directed learning (SDL) skills in complex scenarios, particularly in undergraduate logistics education. A key component of the three year study is LOST (Logistics Education Simulator), a serious game platform,…
Descriptors: Skill Development, Game Based Learning, Undergraduate Students, Foreign Countries
Phantipa Amornrit; Patthanan Bootchuy; Phanompatt Smitananda – Journal of Education and Learning, 2025
The study aimed to examine the impact of a gamified distance learning system on enhancing digital creativity in distance education. The research involved 36 graduate students from Sukhothai Thammathirat Open University enrolled in the Public Administration Innovation course. Over a six-week experimental period, the learning system incorporated…
Descriptors: Foreign Countries, Gamification, Distance Education, Creativity
Grace Ann Morris – ProQuest LLC, 2024
Creativity is an important part of education. Teachers need to be able to understand and develop creativity to be able to successfully model it for their students. They can achieve this through pre-service training. Past research has provided implications in pre-service training that helped pre-service teachers develop creativity, albeit from a…
Descriptors: Preservice Teachers, Faculty Development, Creativity, Game Based Learning
Michael C. Melville; Chad Hershock; B. Reeja-Jayan – Advances in Engineering Education, 2024
Due to limited laboratory facilities and other constraints, many engineering students may not have the opportunity to engage with practical, hands-on learning experiences. Although some research suggests that game-based learning can provide students with these pedagogical benefits, much of that work does not directly assess the impact of such…
Descriptors: Video Games, Engineering Education, Visualization, Game Based Learning
Ruofei Zhang; Gary Cheng; Di Zou – Language Learning & Technology, 2025
Digital game-based vocabulary learning (DGBVL) integrates key game elements such as Challenges, Rewards, Human-Computer Interactions (HCI), Multimedia, and Fantasy. Although the overall effectiveness of digital games in enhancing English-as-a-foreign-language (EFL) vocabulary knowledge development is well-established, the specific roles of…
Descriptors: Vocabulary Development, Computer Games, English (Second Language), Learner Engagement
Cynthia Pinheiro Santiago; Antonio Rodrigo dos Santos Silva; José Wally Mendonça Menezes; Francisco José Alves de Aquino – Informatics in Education, 2025
The introductory programming disciplines, which include the teaching of algorithms and computational logic, have high failure and dropout rates. Developing Computational Thinking in students can contribute to learning programming fundamentals by building algorithmic and problem-solving skills. However, keeping students engaged in training such…
Descriptors: Gamification, Self Determination, Computation, Thinking Skills
Pitchada Prasittichok; Suradet Jitprapaikulsarn; Khawanying Sriprasertpap; Gwo-Jen Hwang – Cogent Education, 2024
Fostering students' knowledge and courage to face illegal or immoral problems is a critical aim in educational settings. However, it is challenging for students who lack knowledge and social experience to comprehend the sins behind the immoral cases and have the moral courage to deal with those problems. Therefore, in the present study, an…
Descriptors: Computer Simulation, Educational Games, Game Based Learning, Ethics
Lei Cao; Kien Tsong Chau; Wan Ahmad Jaafar Wan Yahaya – International Journal of Game-Based Learning, 2025
In cultural relic restoration learning, developing both knowledge proficiency and self-efficacy is essential for academic success and professional competency. However, conventional learning methods often lack interactive elements that support cognitive engagement and skill acquisition. To address this limitation, this study introduced a…
Descriptors: Game Based Learning, Artificial Intelligence, Acoustics, Technology Uses in Education

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