Applying a Gamification Technique for Learning Sustainable Finance DOI

N. Gómez,

Pilar Grau Carles, Elena Márquez de la Cruz

и другие.

Опубликована: Янв. 1, 2024

Язык: Английский

Gamification-Based Teaching Methods for Pandemic and Outbreak Investigation Training Among Healthcare Professionals and Students: A Systematic Review DOI
Yuvaraj Krishnamoorthy,

Dhanajayan Govindan,

Monica Karunakaran

и другие.

Simulation & Gaming, Год журнала: 2025, Номер unknown

Опубликована: Апрель 29, 2025

Background COVID-19 pandemic has highlighted urgent need for effective training in and outbreak management among healthcare professionals. Traditional teaching methods often lack the engagement required to prepare learners real-world challenges. This systematic review evaluates effectiveness of gamification-based enhancing knowledge, skills, preparedness education professionals students. Methods Systematic search was conducted across PubMed, Scopus, Cochrane, Google Scholar, ScienceDirect databases, identifying studies that employed learning training. Studies were screened selected based on predefined eligibility criteria, focusing interventions targeting or 12 included, narrative synthesis due heterogeneity study designs, participant groups, outcome measures. Results Review found methods, such as serious games, e-learning modules, simulations, improved knowledge retention, practical learner compared traditional approaches. Participants reported high satisfaction perceived usefulness gamified interventions, with several demonstrating significant improvements long-term retention willingness change behaviours related infection control. However, variability intervention design measures posed challenges drawing generalized conclusions. Conclusion Gamification-based show promise While these improve outcomes, further research is needed explore impacts, cost-effectiveness, applicability diverse educational settings. In addition, methodological limitations included underscore more rigorous, high-quality validate findings.

Язык: Английский

Процитировано

0

Mastering critical thinking skills is strongly associated with the ability to recognize fakeness and misinformation DOI Creative Commons

Simone Redaelli,

Nikola Biller‐Andorno, Sophie Gloeckler

и другие.

Frontiers in Education, Год журнала: 2025, Номер 10

Опубликована: Май 30, 2025

Introduction In the current era of digital information overload, individuals are inundated with content varying quality and truthfulness. Critical evaluation such is essential to distinguish between legitimate misinformation or fakeness. Despite this need, there limited empirical evidence on effectiveness training in critical thinking skills for enhancing discernment. Methods This study operationalized into six measurable concepts: causation correlation, independent data replicates, reproducibility, credibility sources, experimental control, statistical significance. A pre-registered randomized controlled trial was conducted involving educational video interventions aimed at improving participants’ understanding application these concepts. Participants were evaluated based their ability identify fake tweets both before after intervention. Results strong correlation found pre-intervention phase mastery concepts However, video-based intervention did not significantly enhance nor improve accuracy identifying compared control group. The intervention’s inefficacy consistent across various demographic backgrounds. Discussion findings suggest that while associated greater resilience against misinformation, interventions—such as short lectures—are insufficient. There a pressing need develop empirically validate more effective, possibly interactive, modalities can foster misinformation-specific general population.

Язык: Английский

Процитировано

0

Analysis of the Learning Experience of Digital Tutor Platforms (Educational Assistants) for Children Aged 5-12: User Experience, Methodologies, and Gamification Mechanics DOI
Michael Nikolaevich Shmatkov

Опубликована: Янв. 1, 2025

Язык: Английский

Процитировано

0

The use of gamification for participatory smart city planning of Indonesia's new capital DOI Creative Commons
Poeti Nazura Gulfira Akbar, Mareta Maulidiyanti,

Ngurah Rangga Wiwesa

и другие.

International Journal of Urban Sciences, Год журнала: 2024, Номер unknown, С. 1 - 22

Опубликована: Июль 26, 2024

The implementation of participatory planning has encountered numerous challenges, including the exclusion certain groups such as children, whose aspirations and participation are often overlooked. Earlier studies highlight how digitization opened up new opportunities for community in city planning. Gamification is a technique that become increasingly popular recent years optimizing effectiveness impact This study explores potential utilizing Roblox gamification tool inclusive urban using it to examine their ideal concepts. Through workshops semi-structured interviews with 10 primary school students Jakarta Metropolitan Area, we found effectively facilitates visualization built environment. Despite technical emerges promising children identifies two prevalent themes children's cities: pollution-free environments convenient access public amenities. research contributes by introducing unique approach through involving discussions filling gap on predominantly stems from Western countries. Unlike previous mainly utilized games educate our emphasis understanding perceptions also adds existing literature.

Язык: Английский

Процитировано

2

Enhancing EFL/ESL instruction through gamification: a comprehensive review of empirical evidence DOI Creative Commons
Sumie Chan, Noble Lo

Frontiers in Education, Год журнала: 2024, Номер 9

Опубликована: Авг. 14, 2024

Introduction In the landscape of English language education, integration gamification has marked a transformative trend. This systematic review, utilizing rapid evidence assessment methodology, critically examines thirty empirical studies from Web Science, spanning years 2010 to 2022. It aims synthesize current body research on incorporation into EFL/ESL pedagogy. Methods The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) was followed when conducting this study provide comparative methodology results reviews use various digital gaming platforms in China, Malaysia, United Arab Emirates, Korea, Netherlands, Saudi Arabia, Iran, Spain, Turkey, Ecuador. synthesis under review identifies spectrum components incorporated within educational frameworks. Results Our analysis reveals an ascending trajectory prevalence academic sphere corroborates its efficacy as catalyst acquisition. Discussion collected underscores gamification’s role enhancing proficiency, influencing learners’ attitudes emotional engagement positively, fostering immersive learning milieu. Furthermore, delineates strategic insights key instrumental orchestrating gamified experiences. implications findings extend pedagogical practices, providing guide educators design implementation environments.

Язык: Английский

Процитировано

2

A Web-Based Intervention to Support a Growth Mindset and Well-Being in Unemployed Young Adults: Development Study DOI Creative Commons
Ingjerd J Straand, Asbjørn Følstad, Burkhard Wüensche

и другие.

JMIR Formative Research, Год журнала: 2024, Номер 8, С. e59158 - e59158

Опубликована: Ноя. 8, 2024

Background Engaging young adults in the labor market is vital for economic growth and well-being. However, path to employment often presents setbacks that impact motivation psychological functioning. Research suggests exploring positive psychology interventions job-seeking scaling delivery of these using technology. dropout rates are high self-administered on digital platforms. This challenge needs be addressed such platforms effective conveyors interventions. study addresses this by user-oriented methods proposes persuasive features design development a new web-based intervention targeting unemployed adults. Objective aims provide an overview wise intervention, including its theoretical underpinnings human-centered methodology, young, Methods Researchers collaborated with designers, developers, stakeholders leverages evidence-based Key improvements adaptations were explored through formative usability testing 13 aged between 18 25 years (the target population). Qualitative data collected, analyzed, integrated into ongoing process as iterative improvements. Results The result modular web application named RØST, designed align user preferences specific end-user group During project, evolved from early concept sketches prototypes developed solution ready further use. Insights both feedback rich observation gained used refine content design. To increase targeted end users’ motivation, praise, rewards, reminders added. was primarily mobile phones text messaging reminders. included technical protection considerations. Conclusions offers valuable insights developing or behavioral support documenting adaptation combination diverse empirical foundations. Involving users enabled relatable resolved potential problems. An essential implication finding crucial shaping we experienced tensions approaches. These not highlighted need monetary which incorporated final app

Язык: Английский

Процитировано

1

Impact of Gamified Problem Sheets in Seppo on Self-Regulation Skills DOI Creative Commons

Edina-Timea Opriș,

Iuliana Zsoldos-Marchiș, Edit Egri

и другие.

Open Education Studies, Год журнала: 2024, Номер 6(1)

Опубликована: Янв. 1, 2024

Abstract Problem-solving competency is important not only in many careers but also everyday life. Successful problem solvers regulate their cognitive processes and emotions. Our research aimed to study the impact of gamified sheets designed Seppo on self-regulated learning skills. The intervention was carried out with second-year students specialization Primary Preschool Pedagogy. tool a problem-solving scale that used as pre- posttest. In experimental group, gamification lasted for 6 weeks. game had 3 levels players could choose exercises from any level they wished. results show task sheet helped stay motivated made more enjoyable, decreased some processes, such checking correctness solution or searching solutions. This decrease be explained by psychological theories, elements, rules intervention. On basis conclusions, role aspects developing different can identified, importance careful design highlighted.

Язык: Английский

Процитировано

0

Using Gamified Instruction on Students' Self- Efficacy and Performance in Mathematics DOI Open Access

Myra Rabutazo Bacsafra

International Journal of Research Publications, Год журнала: 2024, Номер 152(1)

Опубликована: Июнь 16, 2024

This study wants to identify the level of implementation gamified instruction on students self-efficacy and its performance in Mathematics. Specifically, it seeks determine using instruction, performance. In addition, would like test significant differences before after instruction. Furthermore, also aims relationship between mathematics. The researcher utilizes a self-made questionnaire as an instrument gathering information. includes 40 struggling mathematics from Grade 7 at San Antonio Integrated National High School school year 2023-2024. These are selected by obtain broader range responses regarding Based results data, findings drawn this study. had very high experience self- efficacy upon their practices. Also, obtained developing comprehension problem-solving but beginning critical thinking for evaluation while were classified problem solving approaching proficiency after. Students usage showed written integration they able relationships given creating solutions exposure curriculum delivery with use games applications. Moreover, subject does not predict improved all equal access information communication technology resources which necessary strategy subject. line study, was observed be predictor thus signified acceptance null hypothesis. conclusions made, following recommendations forwarded. may devise different practices address skills, conduct learning action cell utilized consider flexibility materials availability implementing teacher enhance culture utilize provide practice drills supplemental activities attain mastery.

Язык: Английский

Процитировано

0

Gamification for Transformative Learning DOI
Miftachul Huda, Mohammad Jailani, Azmil Hashim

и другие.

Advances in media, entertainment and the arts (AMEA) book series, Год журнала: 2024, Номер unknown, С. 137 - 156

Опубликована: Дек. 6, 2024

This proposal aims to examine the way of gamification with its features in enhancing transformative learning enabling students' acquisition knowledge as strategic achievement obtain 21st century education. The finding revealed that innovative concept implementing game scenario featured elements and principles could support educational process practices. study will contribute into building advancing further make actively interaction unique characteristics enjoyable effective basis. With profound target goal, orientation foster leveraging practices engaged play competition order give motivating learners thus would improve their outcomes. At this point view, played a role academic performance together nurturing essential skills like problem-solving collaboration.

Язык: Английский

Процитировано

0

E-Learning as a Global Vessel Towards Inclusive and Quality Education DOI

John Marvin D. Renacido,

Ersyl T. Biray

Advances in educational technologies and instructional design book series, Год журнала: 2024, Номер unknown, С. 209 - 276

Опубликована: Дек. 11, 2024

E-learning is easily accessible on the Internet, which opens up countless opportunities for learning population and academic institutions. As technological world skyrockets, so does educational system that serves us at forefront of other advancements. This chapter will discuss how new model has proven growth not only lean toward one area but knows no bounds—a digital classroom where flexibility creativity are its center.

Язык: Английский

Процитировано

0