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Kim, J. B.; Zhong, Chen; Liu, Hong – Journal of Information Systems Education, 2023
Cybersecurity education is becoming increasingly important in modern society, and hands-on practice is an essential element. Although instructors provide hands-on labs in their cybersecurity courses, traditional lab exercises often fail to effectively motivate students. Hence, many instructors desire to incorporate gamification in hands-on…
Descriptors: Gamification, Information Security, Class Activities, Active Learning
González-Fernández, Alberto; Revuelta-Domínguez, Francisco-Ignacio; Fernández-Sánchez, María Rosa – Education Sciences, 2022
Gamification allows for the implementation of experiences that simulate the design of (video) games, giving individuals the opportunity to be the protagonists in them. Its inclusion in the educational environment responds to the need to adapt teaching-learning processes to the characteristics of homo videoludens, placing value once again on the…
Descriptors: Instructional Design, Game Based Learning, Literature Reviews, Video Games
Akyar, Özgür Yasar; Demirhan, Giyasettin – Education and Information Technologies, 2022
The purpose of this concurrent mixed-method research is to examine the negotiation styles of candidate sports coaches in higher education by using a game-based assessment tool called ENACT game. The research was carried out with 3rd and 4th-degree university students who study in coaching education programs in Turkey. Students consist of 221 male…
Descriptors: Conflict Resolution, College Students, Game Based Learning, Evaluation Methods
Oyelere, Solomon Sunday; Berghem, Simon Malmström; Brännström, Robert; Rutberg, Stina; Laine, Teemu H.; Lindqvist, Anna-Karin – Education Sciences, 2022
Recent studies have shown that children are not adequately physically active and there is a need to increase children's physical activity. This study describes new opportunities and solutions for using existing games and gamification to increase physical activity among children in Sweden. We adopted the principles of Tic-Tac-Training to redesign,…
Descriptors: Curriculum Development, Cooperative Learning, Game Based Learning, Physical Activity Level
Gülle, Mahmut; Bolat, Yavuz – FIRE: Forum for International Research in Education, 2022
The game is an important tool that provides motivation for the individual at almost any age while entertaining it, as well as providing achievements to the individual and socially. The use of this tool as an educational tool or material can help increase the success of learning-teaching processes. For this reason, the aim of this research was to…
Descriptors: Test Construction, Game Based Learning, Instructional Materials, Test Validity
Castrillon, Sir-Alexci Suarez; Barbosa, Thomas Edison Guerrero; Castrillon, Albert Miyer Suarez – Journal of Language and Linguistic Studies, 2022
This research presents an analysis of the use of the Kahoot platform as an evaluation system for programming students, using two groups, the first is evaluated in a traditional way through a written exam and serves as a control group, and the test group through the Kahoot platform, where they can also observe their grade at the end of the test,…
Descriptors: Evaluation Methods, Knowledge Level, Educational Games, Computer Games
Hayoung Jeon; Yumi Jun; Teemu H. Laine; Eunha Kim – Education and Information Technologies, 2024
Empathy is an essential human skill that can be divided into two types: (1) cognitive empathy, which is the capacity of understanding others' thoughts and emotions; and (2) affective empathy, which is the capacity to feel others' emotional states. Many educational contents exist for both types, and immersive virtual reality (VR) has been shown to…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Computer Games
Elif Eda Miskioglu; Cheryl A. Bodnar; Brittany Butler; Jeffrey Stransky; Cayla Ritz – Chemical Engineering Education, 2024
Process safety remains an area of importance in chemical engineering education. Process safety incidents are tied to individuals' choices that require exercising judgement in weighing competing criteria. While safety is paramount, we need to acknowledge the competing criteria practitioners need to consider (budget, leadership, personal…
Descriptors: Teacher Attitudes, Safety Education, Chemical Engineering, Engineering Education
Songül Özgenel; I?sa Kaya – International Journal of Psychology and Educational Studies, 2024
The aim of the study is to develop a Likert-type scale to determine the play preferences of children attending pre-school education. The research was designed and carried out according to the survey research model. Data collected from 3 different study groups were used in the scale development process. The study groups consist of parents of…
Descriptors: Foreign Countries, Preschool Children, Preschool Education, Play
Sijia Shen; Rossarin Jermtaisong; Pornpirom Lhongsap – Turkish Online Journal of Educational Technology - TOJET, 2024
Game-based learning incorporates game elements into instruction, enhancing its appeal and interactivity. This approach increased students' interest in learning, facilitated more efficient completion of classroom content, and ultimately improved academic performance. The purposes of this study were to: 1) compare Chinese learning achievement before…
Descriptors: Game Based Learning, Academic Achievement, Grade 5, Elementary School Students
Leah F. Rosenbaum – Educational Technology Research and Development, 2024
Research on the educational value of play tends to focus on active players, especially when evaluating novel interaction technologies. However, a long history of scholarship underscores observing communal practice as a primary means of enculturation and learning. This paper demonstrates learning opportunities available within a range of…
Descriptors: Play, Game Based Learning, Educational Games, Geometry
Kevin R. Glover; Alec Bodzin – Career and Technical Education Research, 2024
Little is known about the motivational factors or design features that might lead female career and technical education (CTE) health sciences students to persist in self-regulated engagement to win state achievement in serious simulation games (SSGs). In this study, 12th grade female CTE health sciences students played a 3-Level hand hygiene SSG…
Descriptors: Grade 12, Females, Vocational Education, Health Sciences
Noreen Dunnett – Routledge Research in Education, 2024
This book challenges common understandings of boredom and disengagement in classrooms, taking a relational approach to boredom which looks beyond the usual distinctions between in-school and out-of-school practices. The book explores how a sociomaterial perspective can provide an alternative analysis of boredom as performative, and as a phenomenon…
Descriptors: Foreign Countries, Secondary Schools, Secondary School Students, Game Based Learning
Li Ye; Jingyi Li; Simin Yang; Yongxin Hang – Interactive Learning Environments, 2024
Traditional pattern teaching is an important part of the art curriculum, but the pattern are complex and difficult to learn. While schema theory focuses on the integration, understanding and construction process of knowledge, AR technology can provide a three-dimensional and dynamic display of patterns, which has been used in teaching in recent…
Descriptors: Computer Simulation, Game Based Learning, Art Education, Instructional Effectiveness
Slade Goldman; Katie A. Coscia; Lauren A. Genova – Journal of Chemical Education, 2024
Electron configuration provides insight into the chemical behaviors of elements and is an important concept for students to master in introductory chemistry. To better strengthen undergraduate students' mastery of electron configurations of atoms and ions, we designed a novel, interactive chemistry game called ChemisTree that uses active-learning…
Descriptors: Educational Games, Chemistry, Science Education, Scientific Concepts