Results 51 to 60 of about 252 (156)

On Gamification in the Context of Education: A Systematic Review and Evaluation Framework

open access: yesComputer Applications in Engineering Education, Volume 34, Issue 3, May 2026.
ABSTRACT The application of gamification techniques in education is becoming increasingly common across different educational stages and disciplines. However, the widespread acceptance of their benefits leads to their implementation without verifying whether these benefits occur, what they are, and to what extent.
Javier Muñoz‐Calle   +3 more
wiley   +1 more source

Can digital games ease cognitive load? A systematic review and meta-analysis in mathematics learning

open access: yesJurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika
Mathematics learning often burdens students' cognitive capacity, hindering their understanding of concepts and mastery of the material. Digital Game-Based Learning (DGBL) offers a promising approach to address this challenge, but its effectiveness ...
Seftia Kusumawardani   +2 more
doaj   +1 more source

The Influence of Digital Games Based Learning on Students’ Learning Outcomes and Motivation

open access: yesRegister Journal, 2013
There is no doubt that the emergence of today's digital age greatly affects the human life - including students in their educational life. In order to simplify the process of studying languages, especially English, many scientists and experts continue to
Rahmat Yusny
doaj   +1 more source

Tuning Product Distribution in Plasma‐Activated Water by Modifying Reactor Design

open access: yesChemistry–Methods, Volume 6, Issue 5, May 2026.
This study systematically compares plasma‐activated water reactor configurations for nitrogen fixation, demonstrating that reactor design, catalyst inegration, and gas flow govern product selectivity. Slurry reactor favor nitrate formation, whereas needle system promote ammonium production.
Maria L. Carreon   +4 more
wiley   +1 more source

Gamifying language education: the impact of digital game-based learning on Chinese EFL learners

open access: yesHumanities & Social Sciences Communications
This mixed-methods study investigates the impact of digital game-based learning (DGBL) on enjoyment, ideal L2 self, and intrinsic motivation among Chinese English as a Foreign Language (EFL) learners.
Shenghui Zhou
doaj   +1 more source

From Blocks to Artefacts: Exploring the Potential of Minecraft Education Edition in Archaeological Pedagogy

open access: yesJournal of Computer Assisted Learning, Volume 41, Issue 3, June 2025.
ABSTRACT Background In the dynamic landscape of higher education, innovation through gamification has emerged as a successful approach to enhance student learning and motivation. Archaeological studies have particularly benefited from innovative pedagogy, as traditional teaching methods often struggle to engage younger generations. Aims To evaluate the
Joaquín Jiménez‐Puerto   +1 more
wiley   +1 more source

Assessing the benefits of digital game‐based learning with Minecraft in children, adolescents and young adults: A broad systematic review

open access: yesReview of Education, Volume 13, Issue 1, April 2025.
Abstract Minecraft is a popular digital game‐based learning (DGBL) tool used in learning environments around the world. With increasing emphasis on evidence‐informed practice and policymaking in educational systems, this paper systematically reviews the evidence base behind the use of Minecraft in improving academic, cognitive, motivational‐affective ...
Eadaoin J. Slattery   +4 more
wiley   +1 more source

Digital Game-Based Learning in Russia: conceptual model for implementation and methodological support

open access: yesRussian Journal of Education and Psychology
Background. In the context of the digital transformation of Russian education, there is a growing demand for digitally mediated learning solutions that deliver not only engagement but also measurable learning outcomes.
Dmitry A. Belyaev, Andrey N. Zadvornov
doaj   +1 more source

Good luck have fun: The need for video game pedagogy in teacher education

open access: yesFuture in Educational Research, Volume 3, Issue 1, Page 167-186, March 2025.
Abstract In education, the shift to emergency remote teaching found teachers working to increase student engagement in the online environment while still relying on face‐to‐face pedagogical approaches in the absence of sufficient Professional Development opportunities (DeCoito & Estaiteyeh, 2022).
Tasha Richardson
wiley   +1 more source

Fostering Creativity Through Game‐Based Approaches: A Scoping Review

open access: yesThe Journal of Creative Behavior, Volume 59, Issue 1, March 2025.
ABSTRACT Given the increasing emphasis on game‐based approaches (GBAs) and the critical importance of cultivating creativity, there is an urgent need for a comprehensive examination of this emerging interdisciplinary field. The present study employs a scoping review methodology to provide an overview of the existing research that utilized GBAs as a ...
Zhitian Skylor Zhang   +5 more
wiley   +1 more source

Home - About - Disclaimer - Privacy