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Alex Corbitt – Reading Research Quarterly, 2025
Role-playing games (RPGs) are storytelling activities that mediate co-authorship through a variety of in-game, out-of-game, and intertextual relationships. Liminal interactions sometimes occur during RPG play that blur these categories. To understand the purposes and processes of "liminal play," this study analyzed data from a yearlong…
Descriptors: Role Playing, Educational Games, Story Telling, Play
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Jiaopin Ren; Lixian Tian – Education and Information Technologies, 2025
Numerous scholars have empirically explored the impact of gamification on enhancing students' learning, yielding varied findings regarding the effectiveness of gamification, but whether students of different learning styles are all supportive of gamified education and game elements is still an open question. This study examined whether and why…
Descriptors: Cognitive Style, Gamification, Undergraduate Students, Game Based Learning
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Daniil Serko; Julia Leonard; Azzurra Ruggeri – Child Development, 2025
Adjusting practice to different goals and characteristics is key to learning, but its development remains unclear. Across 2 preregistered experiments, 190 4-to-8-year-olds (106 female; mostly White; data collection: December 2021-September 2022) and 31 adults played an easy and a difficult game, then chose one to practice before a test on either…
Descriptors: Childrens Attitudes, Cognitive Processes, Decision Making, Games
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Jaya Shivangani Kashyap; Chandralekha Singh – Physical Review Physics Education Research, 2025
This case study used individual interviews to investigate graduate students' sensemaking in upper-level electrostatics in the context of problems that can be efficiently solved for the electric potential using Laplace's equation. Although there are many technical mathematical issues involved in solving Laplace's equation, the focus of this…
Descriptors: Graduate Students, Physics, College Science, Equations (Mathematics)
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Cardinot, Adriana; McCauley, Veronica; Fairfield, Jessamyn A. – Physics Education, 2022
Board games can be a highly engaging and motivating resource to support physics teaching at all educational levels. However, the development of board games to facilitate the communication of complex science subjects may not be an easy task for those with no prior experience in designing games. For instance, the various classification of…
Descriptors: Instructional Design, Educational Games, Physics, Game Based Learning
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Cao, Yang; Gong, Shao-Ying; Wang, Zhen; Cheng, Yang; Wang, Yan-Qing – Journal of Computer Assisted Learning, 2022
Background: As one of the gamification elements, leaderboard, especially absolute leaderboard, is widely used in educational gamification systems. However, empirical studies on the optimal use condition of the leaderboard and underlying influence mechanisms are deficient. Objectives: This study explored which difficulty was more conducive to…
Descriptors: Goal Orientation, Difficulty Level, Learning Motivation, Educational Games
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Abdul Ghani, Mohammad Taufiq; Hamzah, Mahizer; Wan Daud, Wan Ab Aziz; Muhamad Romli, Taj Rijal – Contemporary Educational Technology, 2022
In the 21st century, the advancement of technology has changed how people, especially the younger generation communicate and socialise with each other, as well as how they learn, acquire and process information. Therefore, this study aims to explore the impact on the employment of digital game-based learning in Arabic class at the tertiary level.…
Descriptors: Handheld Devices, Video Games, Semitic Languages, Second Language Learning
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Sanchez, Diana R.; Nelson, Tristan; Kraiger, Kurt; Weiner, Erik; Lu, Yucheng; Schnall, Jasmine – International Journal of Training and Development, 2022
Game-based training research has produced various definitions and measures for learner motivation. Inconsistent findings on learner motivation may have contributed to the misapplication of one type of motivation to explain another; inhibiting future research and generating false implications. This study compared 172 students in game-based or…
Descriptors: Student Motivation, Game Based Learning, Video Games, French
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Navarrete-Ulloa, Jairo A.; Munoz-Rubke, Felipe – Mind, Brain, and Education, 2022
Educational board games are a promising teaching method due to their low cost, playful, exploratory, and engaging nature. By drawing on analogical research, we created a game whose structure of spatial relationships mirrored the structure of rational numbers. We expected that children playing this game would improve their knowledge of fractions.…
Descriptors: Educational Games, Game Based Learning, Fractions, Mathematics Instruction
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Gordillo, Aldo; Lopez-Fernandez, Daniel; Tovar, Edmundo – IEEE Transactions on Education, 2022
Contribution: This article compares the effectiveness for online software engineering education of video-based learning and game-based learning using teacher-authored educational video games created by using authoring tools. Background: Although substantial research has evaluated the impact of video-based and game-based learning versus traditional…
Descriptors: Computer Software, Video Games, Game Based Learning, Program Effectiveness
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Jackson, Renee – Studies in Art Education: A Journal of Issues and Research in Art Education, 2022
This research is about bringing social justice art education into classrooms through the medium of video games and exploring the ways in which video game design can be a learning tool that can make contributions to and engage in social justice work. Drawing from a case-study research project with a small group of middle school students, through…
Descriptors: Cooperative Learning, Video Games, Educational Games, Design
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Castillo-Parra, Byron; Hidalgo-Cajo, Byron Geovanny; Vásconez-Barrera, Milton; Oleas-López, Julio – World Journal on Educational Technology: Current Issues, 2022
Gamification is a learning technique that transfers the mechanics of games to the educational environment in order to achieve better pedagogical results mediated by technological tools, this technique is used as an alternative to the traditional teaching methodology that is increasingly used in higher education, which is why the objective of the…
Descriptors: Gamification, Higher Education, Literature Reviews, Game Based Learning
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Kohnke, Lucas; Moorhouse, Benjamin Luke – RELC Journal: A Journal of Language Teaching and Research, 2022
Technology is increasingly being used to foster engagement, enhance classroom dynamics, promote autonomy and improve the student learning experience in language learning environments. Many teachers have begun to employ digital apps and tools (e.g. Mentimeter and GoSoapBox) as a more interactive alternative to traditional activities. One product…
Descriptors: Gamification, Game Based Learning, Second Language Learning, Language Teachers
Winsor, Rhiannon Brooke – ProQuest LLC, 2022
The purpose of this qualitative descriptive study was to gain an understanding of how attitudes, perceptions, and subjective norms influenced professors' lived experiences of intentions to use digital game-based learning (DGBL) in the Western region of the United States. The theory of reasoned action (TRA) and the technology acceptance model (TAM)…
Descriptors: Intention, Game Based Learning, Video Games, Teacher Attitudes
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Alarcón-Espinoza, Marina; Samper, Paula; Anguera, M. Teresa – Journal for the Study of Education and Development, 2023
Focusing on school tasks and regulating emotions are often challenges for students to achieve. The objective of this research is to describe and analyse the behaviours associated with emotional regulation that affect the way students participate in the classroom and contribute to the subject matter. From the mixed methods perspective, an…
Descriptors: Elementary School Students, Grade 5, Grade 6, Grade 3
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