Published: Jan 18, 2024
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DOI: 10.4018/IJGBL.336478
Volume 14
Jiaopin Ren, Wei Xu, Ziqing Liu
The objective of this study is to examine and compare the impact of serious games and gamification on learning achievement and motivation. The results of the meta-analysis indicate that gamification...
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The objective of this study is to examine and compare the impact of serious games and gamification on learning achievement and motivation. The results of the meta-analysis indicate that gamification has a more positive influence on learning achievement and motivation compared to serious games. The analysis reveals that gamification demonstrates a stronger impact on extrinsic motivation than on intrinsic motivation. Serious games have a more positive effect on intrinsic motivation in comparison to extrinsic motivation. The overall outcome suggests that gamification has relatively stronger effects than serious games. While the impact on extrinsic motivation is more significant with both approaches, serious games excel in fostering intrinsic motivation. However, further research is recommended to investigate the specific mechanisms that drive these effects and to identify optimal strategies for implementing serious games and gamification in diverse educational settings.
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MLA
Ren, Jiaopin, et al. "The Impact of Educational Games on Learning Outcomes: Evidence From a Meta-Analysis." IJGBL vol.14, no.1 2024: pp.1-25. http://doi.org/10.4018/IJGBL.336478
APA
Ren, J., Xu, W., & Liu, Z. (2024). The Impact of Educational Games on Learning Outcomes: Evidence From a Meta-Analysis. International Journal of Game-Based Learning (IJGBL), 14(1), 1-25. http://doi.org/10.4018/IJGBL.336478
Chicago
Ren, Jiaopin, Wei Xu, and Ziqing Liu. "The Impact of Educational Games on Learning Outcomes: Evidence From a Meta-Analysis," International Journal of Game-Based Learning (IJGBL) 14, no.1: 1-25. http://doi.org/10.4018/IJGBL.336478
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Published: Feb 7, 2024
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DOI: 10.4018/IJGBL.337795
Volume 14
Matheus A. Cezarotto, Pamela N. Martinez, Ruth Constansa Torres Castillo, Theodore Stanford, Christopher Engledowl, Germain Degardin, Barbara Chamberlin
Mathematical learning has an important role and is often prioritized in education. In K-16 education, algebra is one of the most vital mathematical content domains: it represents one of the top...
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Mathematical learning has an important role and is often prioritized in education. In K-16 education, algebra is one of the most vital mathematical content domains: it represents one of the top barriers for students pursuing a postsecondary education. Game-based learning has been effective in fostering classroom math learning environments that are collaborative and focused on conceptual understanding. Sandbox games provide open-ended learning environments where players can set their own goals and level of effort. As part of the project “Math Snacks,” the team designed Agrinautica, a sandbox game to enable constructivist-informed early algebra learning. This article identifies design recommendations for creating meaningful sandbox games for learning, considering students' and teachers' needs. Researchers discuss the decisions to create a sandbox game and describe challenges inherent in math learning through sandbox-type gameplay. This study provides impact results from a large-scale study of users of the game, and shares recommendations for developing future sandbox learning games.
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Cezarotto, Matheus A., et al. "Open-Ended Mathematics Learning: Implications From the Design of a Sandbox Game." IJGBL vol.14, no.1 2024: pp.1-19. http://doi.org/10.4018/IJGBL.337795
APA
Cezarotto, M. A., Martinez, P. N., Torres Castillo, R. C., Stanford, T., Engledowl, C., Degardin, G., & Chamberlin, B. (2024). Open-Ended Mathematics Learning: Implications From the Design of a Sandbox Game. International Journal of Game-Based Learning (IJGBL), 14(1), 1-19. http://doi.org/10.4018/IJGBL.337795
Chicago
Cezarotto, Matheus A., et al. "Open-Ended Mathematics Learning: Implications From the Design of a Sandbox Game," International Journal of Game-Based Learning (IJGBL) 14, no.1: 1-19. http://doi.org/10.4018/IJGBL.337795
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Published: Feb 8, 2024
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DOI: 10.4018/IJGBL.338218
Volume 14
Ieva Gintere, Emmanouel Rovithis, Ágnes Karolina Bakk, Alvis Misjuns
The study presents the authors' research for the purpose of designing ImGame, a virtual environment inviting users to playfully learn about the concept of immersion and its historical antecedents....
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The study presents the authors' research for the purpose of designing ImGame, a virtual environment inviting users to playfully learn about the concept of immersion and its historical antecedents. The authors describe ImGame's current pre-production stage and examine the basic characteristics of the feeling of immersion. They intend to deepen the current understanding of the immersive experience in art, taking into account its broad cultural connotations. The article suggests that the aesthetics of immersion can be classified into two psychological modes that have not been explicitly defined in the discourse of immersivity: a calm reflection and one of awe. From the technical standpoint, the project offers a simple handling of triggering animations and events of the game as well as storing of their state in order to create gamification elements, interactions for quizzes and other activities for ImGame or any other game using the a-frame framework to create WebXR experiences.
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Gintere, Ieva, et al. "ImGame Project: A Comprehensive Theory of Immersive Aesthetics and Innovation in Serious Gaming." IJGBL vol.14, no.1 2024: pp.1-18. http://doi.org/10.4018/IJGBL.338218
APA
Gintere, I., Rovithis, E., Bakk, Á. K., & Misjuns, A. (2024). ImGame Project: A Comprehensive Theory of Immersive Aesthetics and Innovation in Serious Gaming. International Journal of Game-Based Learning (IJGBL), 14(1), 1-18. http://doi.org/10.4018/IJGBL.338218
Chicago
Gintere, Ieva, et al. "ImGame Project: A Comprehensive Theory of Immersive Aesthetics and Innovation in Serious Gaming," International Journal of Game-Based Learning (IJGBL) 14, no.1: 1-18. http://doi.org/10.4018/IJGBL.338218
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Published: May 7, 2024
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DOI: 10.4018/IJGBL.343525
Volume 14
Oriol Borrás-Gené, Raquel Hijón-Neira, Pedro Paredes-Barragán, Lucía Serrano-Luján
Educational escape rooms aims to motivate students, to strengthen knowledge and evaluate learning. Pre-service teachers enrolled in “Computer Science and Digital Competency” course shows lack of...
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Educational escape rooms aims to motivate students, to strengthen knowledge and evaluate learning. Pre-service teachers enrolled in “Computer Science and Digital Competency” course shows lack of motivation and difficulties to realise its usefulness in everyday practice, becoming an ideal context to apply this strategy. 157 students belonging to a European university participated in the experience as case study. The educational escape room was conducted following a hybrid model, mixing a physical organization of props with a virtual organization of the narrative, tests and achievements. The experiment was designed to answer two hypotheses, first if applying escape room as an educational strategy fosters pre-primary and primary students' motivation, since this method address complex concepts in a practical way, and second, if the application of this strategy as teaching strategy makes students perceive the learning process as a game.
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Borrás-Gené, Oriol, et al. "A Hybrid Escape Room to Foster Motivation and Programming Education for Pre-Service Teachers." IJGBL vol.14, no.1 2024: pp.1-17. http://doi.org/10.4018/IJGBL.343525
APA
Borrás-Gené, O., Hijón-Neira, R., Paredes-Barragán, P., & Serrano-Luján, L. (2024). A Hybrid Escape Room to Foster Motivation and Programming Education for Pre-Service Teachers. International Journal of Game-Based Learning (IJGBL), 14(1), 1-17. http://doi.org/10.4018/IJGBL.343525
Chicago
Borrás-Gené, Oriol, et al. "A Hybrid Escape Room to Foster Motivation and Programming Education for Pre-Service Teachers," International Journal of Game-Based Learning (IJGBL) 14, no.1: 1-17. http://doi.org/10.4018/IJGBL.343525
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Published: Jul 17, 2024
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DOI: 10.4018/IJGBL.349219
Volume 14
David Juárez-Varón, Manuel Ángel Juárez-Varón, Ana Mengual-Recuerda, Beatriz Andres
This research delves into the comparative analysis of brain activity using gamification in the classroom versus traditional teaching. This study aims to employ neurotechnology to record and analyse...
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This research delves into the comparative analysis of brain activity using gamification in the classroom versus traditional teaching. This study aims to employ neurotechnology to record and analyse the impact of active gamification methodology on relevant variables in the learning process within a traditional university education setting, presenting an innovative contribution to the existing literature. Neuroscience technology has been utilized to gauge cognitive processing of stimuli tailored for an academic experience in a university master's class. By scrutinizing brain recordings related to attention, interest, long term excitement, stress, relaxation, and engagement, the findings provide a quantitative assessment of key learning variables through brain signals. Gamification is the active methodology employed, and the application of neuroscience technologies facilitates an understanding of the variations in levels of brain activation among students, shedding light on the contributions of this active teaching methodology to the learning process.
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Juárez-Varón, David, et al. "A Neurotechnological Study to Quantify Differences in Brain Activity Using Game-Based Learning: Gamification vs. Traditional Teaching." IJGBL vol.14, no.1 2024: pp.1-20. http://doi.org/10.4018/IJGBL.349219
APA
Juárez-Varón, D., Juárez-Varón, M. Á., Mengual-Recuerda, A., & Andres, B. (2024). A Neurotechnological Study to Quantify Differences in Brain Activity Using Game-Based Learning: Gamification vs. Traditional Teaching. International Journal of Game-Based Learning (IJGBL), 14(1), 1-20. http://doi.org/10.4018/IJGBL.349219
Chicago
Juárez-Varón, David, et al. "A Neurotechnological Study to Quantify Differences in Brain Activity Using Game-Based Learning: Gamification vs. Traditional Teaching," International Journal of Game-Based Learning (IJGBL) 14, no.1: 1-20. http://doi.org/10.4018/IJGBL.349219
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Published: Aug 9, 2024
Converted to Gold OA:
DOI: 10.4018/IJGBL.349589
Volume 14
Joshua M. Patterson
Numerous video games marketed entirely for entertainment purposes, also known as commercial, off-the-shelf (COTS) titles, can serve as an effective tool for teaching students complicated skills such...
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Numerous video games marketed entirely for entertainment purposes, also known as commercial, off-the-shelf (COTS) titles, can serve as an effective tool for teaching students complicated skills such as executive functioning, hypothesis testing, and critical analysis. In this phenomenological case study, I outline a pedagogical approach that harnesses the trinity of content knowledge, discursive prowess, and video game aptitude by capitalizing on pupils' preference for digital integration. Video game titles were selected according to their scores on Rice's (2007) “Video Game Higher-Order Thinking Evaluation Rubric” and “Video Game Cognitive Viability Scale,” with lessons tied to Florida's Next Generation Sunshine State Standards for social studies. The implication of this study is that COTS titles offer an alternative curricular entry point, which can elicit higher-order discussions when paired with pointed, teacher-led inquiry. This methodology, if properly harnessed, could transmit subject manner more effectively and create critically reflective, game-based learning cohorts.
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