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El Naggar, Bassant; Berkling, Kay – Research-publishing.net, 2020
Playing games on mobile devices has become an integral part of younger generations' lives. Mobile games foster, among other things, deep concentration. This paper reports on design guidelines derived from observations of six elementary school pupils' engagement over a six-week period during an after-school reading club program. Each meeting…
Descriptors: Game Based Learning, Design, Reading Instruction, Elementary School Students
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Zamzami Zainuddin – Asia Pacific Education Review, 2024
Increasing student engagement and improving learning outcomes are ongoing issues in higher education worldwide. These issues were particularly pertinent during the COVID-19 pandemic when remote learning was selected as the primary instructional learning setting. This study aims to assess the impact of gamification-based quiz instruction in driving…
Descriptors: Game Based Learning, Distance Education, Videoconferencing, Outcomes of Education
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Nurul Huda Ramadhan; Wirawan Fadly; Nurzatulshima Kamarudin; Witsanu Suttiwan – Journal of Science Learning, 2024
In both private and public education, several institutions may use game-based explanations. However, it does not rule out the possibility that most educational institutions use text-based explanations, which makes students tend to get bored because they only have to read and listen, so another alternative is needed: game-based explanations that…
Descriptors: Foreign Countries, Secondary School Students, Grade 7, Science Instruction
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Ibrahim Yasar Kazu; Murat Kuvvetli – Asian Journal of Education and Training, 2024
The purpose of this research is to evaluate the effectiveness of Duolingo's game-based methodology in improving speaking proficiency within mobile language learning, while also examining the specific attributes and strategies contributing to its success and exploring implications for language education and learner optimization. Given the growing…
Descriptors: Handheld Devices, Second Language Learning, Computer Oriented Programs, Language Fluency
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Tzu-Yu Tai; Howard Hao-Jan Chen – Computer Assisted Language Learning, 2024
Intelligent Personal Assistant (IPA) has emerged as a valuable tool for EFL learning by offering interactive authentic contexts. Although IPA is believed to be motivational and useful, empirical evidence is limited and contradictory, especially the efficacy of listening comprehension. Therefore, the study investigated the impact of IPA on…
Descriptors: English (Second Language), English Language Learners, Adolescents, Listening Comprehension
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Banthita Sukdee – Shanlax International Journal of Education, 2024
The purposes of this research were to (1) study twelfth grade students' English vocabulary and reading development by applying collaborative learning management with language game of the whole group and individual (2) examine twelfth grade students' attitudes towards collaborative learning management with language game in learning English…
Descriptors: Foreign Countries, High School Students, Grade 12, English (Second Language)
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Slade, Dennis G.; Martin, Andrew J.; Watson, Geoff – Physical Education and Sport Pedagogy, 2019
Background: Slade ["Do the Structures Used by International Hockey Coaches for Practising Field-Goal Shooting Reflect Game Centred Learning Within a Representative Learning Design? The International Journal of Sport Science and Coaching" 10 (4): 655-668] argued that because no two students learn or conceive knowledge in exactly the same…
Descriptors: Game Based Learning, Play, Fundamental Concepts, Teaching Methods
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Alomari, Islam; Al-Samarraie, Hosam; Yousef, Reem – Journal of Information Technology Education: Research, 2019
Aim/Purpose: This study reviewed previous research on the role of gamification techniques in promoting students' learning. Background: The role of gamification in promoting students' learning has been investigated empirically by many scholars. To date, mixed results about the effectiveness of gamification have been reported, and researchers…
Descriptors: Game Based Learning, Instructional Effectiveness, College Students, Journal Articles
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Jarrett, Kendall; Light, Richard – European Physical Education Review, 2019
This study focuses on the analysis of collective meaning associated with secondary physical education teachers' (n = 12) experiences of teaching games using a game based approach (GBA). Participants taught in one of two different international contexts, southeast Australia or southeast England, and all had some experience of using a GBA to teach…
Descriptors: Game Based Learning, Teaching Experience, Secondary School Teachers, Physical Education Teachers
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O'Connor, Patrick; Cardona, Josué – Journal of Education, 2019
Gamification has been used as a tool to increase engagement with businesses, build group cohesion, and improve student motivation in Grades K-12. Part of its appeal is in developing autonomy in the "player," and part of its appeal is in participating regularly in a structured progress ladder where the customer, student, or employee can…
Descriptors: Game Based Learning, Design, Undergraduate Students, Educational Games
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Rahardja, Untung; Hariguna, Taqwa; Aini, Qurotul – International Journal of Education and Practice, 2019
This study aimed to integrate Innovation Diffusion Theory (IDT) and Expectation Confirmation Model (ECM) on user intention of game learning. This study framed 10 hypotheses to investigate the objectives of this study. The results of 8 hypotheses were positive and had a significant impact on students' behavior in the use of game learning. The…
Descriptors: Game Based Learning, Intention, Student Attitudes, Student Satisfaction
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Joko Slamet; Yazid Basthomi; Francisca Maria Ivone; Evi Eliyanah – Journal of Educators Online, 2025
In English for Specific Purposes (ESP) education, the synergy between autonomous learning, gamified Massive Open Online Course (MOOC) platforms, and self-directed learning (SDL) frameworks is underexplored. Despite recognizing autonomous learning's significance in language education, there is a lack of in-depth analysis of their interaction within…
Descriptors: MOOCs, Student Attitudes, English for Special Purposes, Second Language Learning
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Andrew S. Cale; Margaret A. McNulty – Anatomical Sciences Education, 2025
Active recall, the act of recalling knowledge from memory, and games-based learning, the use of games and game elements for learning, are well-established as effective strategies for learning gross anatomy. An activity that applies both principles is Catch-Phrase, a fast-paced word guessing game. In Anatomy Catch-Phrase, players must get their…
Descriptors: Anatomy, Game Based Learning, Recall (Psychology), Educational Games
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J. Priyanto Widodo; Lailatul Musyarofah; Joko Slamet – MEXTESOL Journal, 2025
Gamification-based instruction learning design can enhance students' conceptual knowledge and academic achievement by reversing before-class and in-class activities. This strategy raises the issue of students having to learn independently, especially for self-directed learning (SDL), where students often struggle. To create a flipped classroom for…
Descriptors: Teaching Methods, Game Based Learning, Instructional Design, Academic Achievement
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Ali Alqarni – Journal of Educational Computing Research, 2025
This study examined the effect of gamification on visual programming and computational thinking skills among primary school students, aiming to investigate how gamified learning environments enhance cognitive skill development and conceptual integration compared to traditional teaching methods. A quasi-experimental design was employed, involving…
Descriptors: Thinking Skills, Game Based Learning, Achievement Tests, Teaching Methods
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