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Camila Aparecida Errerias Fernandes Cardinali; Yandara Akamine Martins; Rodrigo Pereira Prates; Emmanuel Veríssimo de Araújo; Felipe Jose Costa Viana; Maria Eleticia de Sousa; Eduardo da Cunha Bombardi; Marcus Vinicius Chrysostomo Baldo; Maria Tereza Nunes – Advances in Physiology Education, 2025
Games and analogies can significantly enrich the learning experience when integrated with traditional expository teaching methods. With this aim, we developed "The Mystery of the Cell Kingdom," an online game designed to enhance understanding of the physiology of thyroid hormones through a medieval analogy. In the game, students are…
Descriptors: Game Based Learning, Physiology, Metabolism, Educational Games
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Xiaomei Li; Ruiyi Li – Innovations in Education and Teaching International, 2025
Nowadays, gamification has gained widespread acceptance in education. However, limited studies have focused on whether and how game-based learning impacts university students' creativity. This study aims to explore the relationship between university students' engagement in game-based learning and their creativity. By drawing upon flow theory…
Descriptors: Foreign Countries, Gamification, Game Based Learning, Creativity
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Mads Paludan Goddiksen; Aurélien Allard; Anna Catharina Vieira Armond; Christine Clavien; Hillar Loor; Céline Schöpfer; Orsolya Varga; Mikkel Willum Johansen – International Journal for Educational Integrity, 2024
In this paper, we introduce "Integrity Games" (https://integgame.eu/)--a freely available, gamified online teaching tool on academic integrity. In addition, we present results from a randomized controlled experiment measuring the learning outcomes from playing "Integrity Games." "Integrity Games" engages students in…
Descriptors: Game Based Learning, Educational Technology, Integrity, Cheating
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Rosario Guzman-Jimenez; Dhavit Prem; Alvaro Saldívar; Eduardo Alejandro Escotto-Córdova – Frontline Learning Research, 2025
The concept of number emerges from the interaction of psychological, behavioral, and material elements of numerical cognition, collapsing the distinction between "abstract" and "concrete." This dual nature is evident in the Inca numerical system, where tools like the yupana integrate abstract numerical concepts with concrete…
Descriptors: Indigenous Knowledge, Arithmetic, Mathematics Skills, Spatial Ability
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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
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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
Anna Boneberg – ProQuest LLC, 2023
Nurse educators are faced with many challenges while preparing students to safely enter clinical practice. Due to technological advances in the health care field and student demographic changes, educators have been looking for alternative methods to traditional lecture format to meet the needs of current learners. Using the framework of Adult…
Descriptors: Nursing Education, Game Based Learning, Program Effectiveness, Undergraduate Students
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Balci, Sebiha; Secaur, Jonathan M.; Morris, Bradley J. – Education and Information Technologies, 2022
Gamification, or the intentional use of gaming elements in non-game contexts, has been touted as a promising tool to improve educational outcomes in online education, yet the evidence regarding why it might work and its effectiveness is inconclusive. One reason is that previous research has often included several gamification tools together,…
Descriptors: Academic Achievement, Program Effectiveness, Student Motivation, Game Based Learning
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Wendee White; Paul Gault; Jill Shimi; Kristi Herd; Gaye Manwaring – Discover Education, 2025
This study explores the effectiveness and design value of 'Resilience Education Supports Students in Life' (RESSIL), an adventure-based digital game for developing resilience capacities in undergraduate students at one UK University. RESSIL was designed in response to the increasing wellbeing needs of undergraduate students and in recognition of…
Descriptors: Foreign Countries, Undergraduate Students, Computer Games, Educational Games
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Craig Parkes; Michael A. Hemphill – Physical Education and Sport Pedagogy, 2025
Purpose: The study purpose was to investigate how preservice teachers' (PTs) socialization orientations influenced their interpretation and delivery of the teaching games for understanding (TGfU) model. Method: Participants were 14 undergraduate PTs enrolled in a games methods course in the Northeastern United States. Qualitative data were…
Descriptors: Constructivism (Learning), Physical Education, Athletics, Undergraduate Students
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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
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Terrell, Cassidy R.; Nickodem, Kyle; Bates, Alison; Kersten, Cassandra; Mernitz, Heather – Biochemistry and Molecular Biology Education, 2021
Introductory biochemistry courses are often challenging for students because they require the integration of chemistry, biology, physics, math, and physiology knowledge and frameworks to understand and apply a large body of knowledge. This can be complicated by students' persistent misconceptions of fundamental concepts and lack of fluency with…
Descriptors: Biochemistry, Science Instruction, Scientific Concepts, Misconceptions
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Lee, Juhee – Education and Information Technologies, 2022
Grounded in game-based learning and problem-based learning, this study compared the effects of an augmented reality (AR) mobile game and a printed game on student engagement and attitudes toward foreign language learning. For this purpose, a narrative-driven, location-based AR mobile game was developed based on the analysis, design, development,…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Undergraduate Students
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Parong, Jocelyn; Wells, Ashleigh; Mayer, Richard E. – Journal of Educational Psychology, 2020
Executive function is the set of cognitive skills needed for goal directed behavior and is a strong predictor of academic success (Best, 2014). The present study examines the effectiveness of a custom video game designed to train the executive function skill of shifting--being able to efficiently shift attention from 1 task to another. In…
Descriptors: Replication (Evaluation), Game Based Learning, Video Games, Executive Function
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Lees, Matthew; Wentzel, Michael T.; Clark, James H.; Hurst, Glenn A. – Journal of Chemical Education, 2020
Green Tycoon is a free-of-charge game-based mobile application that embraces a systems thinking approach to introducing students to a biorefining process model within green chemistry. Players adopt the role of a manager in a chemical factory, synthesizing the fictional compound, Yorkanone. Through upgrading the system and engaging with the…
Descriptors: Educational Games, Game Based Learning, Science Instruction, Chemistry
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