The use of leaderboards in education: A systematic review of empirical evidence in higher education DOI Creative Commons
Chunqi Li, Lishi Liang, Luke K. Fryer

и другие.

Journal of Computer Assisted Learning, Год журнала: 2024, Номер unknown

Опубликована: Окт. 4, 2024

Abstract Background Leaderboards are among the most popular gamification elements in education. Some studies have implemented leaderboards and reported their individual effects on students' learning. Despite emergence of relevant empirical studies, existing reviews only investigated holistic impact gamification. No previous systematic were identified examining use leaderboards. Objective To address this gap, review aims to systematically synthesise evidence concerning leaderboard education, examine designs effectiveness, propose design recommendations gamified educational settings. Method This drew upon 20 articles (22 studies; 29 interventions) published from 2014 2023. Results The results found that using can a beneficial influence learning motivation, engagement, performance, but effectiveness largely depends designs. Thus, examined specific practices proposed four corresponding based well‐established motivational theories as well pertinent studies. Discussions Conclusions Notably, all included undertaken higher education around half them had short durations (less than or equal 1 h). More longitudinal other levels (e.g., primary secondary schools) thus called for validity generalisability proposed.

Язык: Английский

Impact of Gamification on Motivation and Academic Performance: A Systematic Review DOI Creative Commons
Lorena Jaramillo Mediavilla, Andrea Verenice Basantes Andrade, Marcos Cabezas González

и другие.

Education Sciences, Год журнала: 2024, Номер 14(6), С. 639 - 639

Опубликована: Июнь 13, 2024

This study aims to examine the existing evidence on gamification in educational settings, highlighting its impact motivation and academic performance. Methodologically, a Systematic Literature Review (SLR) was developed under PRISMA statement criteria using three multidisciplinary databases: Web of Science, Scopus, Scielo. According inclusion, exclusion, quality criteria, it determined include 9 SLR articles that address at least one two key variables: student or The were published between 2016 2022, available open access, written English Spanish, with content is directly related research questions. results reveal significantly influences by facilitating assimilation knowledge, improvement skills competencies students, specifically refers wide range capabilities are essential for success environment can be enhanced through playful interactive learning experiences. These cognitive, self-learning, social, collaborative, among others. It concluded creativity adaptability successfully implementing classroom.

Язык: Английский

Процитировано

16

Value-added digital game-based learning in K-12 science education: a systematic literature review DOI
Mahmood H. Hussein, Nor Lisa Sulaiman, Omid Noroozi

и другие.

Interactive Learning Environments, Год журнала: 2025, Номер unknown, С. 1 - 35

Опубликована: Янв. 21, 2025

Язык: Английский

Процитировано

1

Cooperative model, digital game, and augmented reality-based learning to enhance students critical thinking skills and learning motivation DOI Creative Commons
Iqbal Ainur Rizki, Nadi Suprapto, Hanandita Veda Saphıra

и другие.

Journal of Pedagogical Research, Год журнала: 2024, Номер unknown

Опубликована: Фев. 19, 2024

Язык: Английский

Процитировано

9

The Development of a Digital Educational Game Design Training in Teacher Education DOI
Taibe Kulaksız, Özge Kelleci

Advances in educational technologies and instructional design book series, Год журнала: 2025, Номер unknown, С. 155 - 186

Опубликована: Янв. 17, 2025

This design-based research study aimed to develop and refine a digital educational game development training framework for pre-service teachers. Following established instructional design models, the curriculum was designed equip teachers with key competencies in pedagogy, scenario, design, technical skills. In first iteration, challenges related delayed introduction of were identified, particularly participants limited addressed second iteration by integrating blog-based programming language earlier process, allowing create more advanced prototypes. The results demonstrated significant improvement teachers' self-efficacy scores, as shown higher mean scores iteration. Participants expressed positive feedback on revised course structure, noting that integration skills enhanced their ability games.

Язык: Английский

Процитировано

0

Enhancing EFL Speaking Skills with AI-Powered Word Guessing: A Comparison of Human and AI Partners DOI Creative Commons
Mondheera Pituxcoosuvarn,

Midori Tanimura,

Yohei Murakami

и другие.

Information, Год журнала: 2025, Номер 16(6), С. 427 - 427

Опубликована: Май 23, 2025

This study explores the effects of interacting with AI vs. human interlocutors on English language learners’ speaking performance in a game-based learning context. We developed Taboo Talks, word-guessing game which learners alternated between giving and guessing clues either an or partner. To evaluate impact interaction mode oral proficiency, participants completed story retelling task, assessed using complexity, accuracy, fluency (CAF) metrics. Each participant engaged both partner conditions, group order counterbalanced. The results from task indicated modest improvements particularly following Accuracy scores remained largely stable across conditions. Post-task reflections revealed that perceived partners as less intimidating, facilitating more relaxed production, though concerns were noted regarding limited responsiveness. Qualitative analysis gameplay transcripts further contrasting interactional patterns: elicited structured interactions whereas prompted spontaneous variable interactions. These findings suggest AI-mediated can enhance specific dimensions spoken development may serve complementary resource alongside interaction.

Язык: Английский

Процитировано

0

The CrazySquare project for music learning in Italian school-age pre-adolescents: integrating technology into educational practice DOI
Sara Peretti, Federica Caruso, Maria Chiara Pino

и другие.

Journal of Computers in Education, Год журнала: 2024, Номер unknown

Опубликована: Апрель 30, 2024

Язык: Английский

Процитировано

3

Enhancing ESG learning outcomes through gamification: An experimental study DOI Creative Commons
Fang Zhang

PLoS ONE, Год журнала: 2024, Номер 19(5), С. e0303259 - e0303259

Опубликована: Май 15, 2024

This study investigates the effectiveness of gamification in enhancing learning outcomes Environmental, Social, and Governance (ESG) education. Employing a cluster randomized experiment, research involved 22 classes from four universities, divided into gamified traditional teaching groups. The group engaged with ESG concepts through interactive, game-like elements, while control followed standard educational practices. aimed to determine whether could improve course enhance Psychological Ownership Perceived Importance, thereby influencing outcomes. Data collected post-experiment surveys were analyzed using multiple linear regression Structural Equation Modeling (SEM). Results indicated that students performed significantly better exams compared group, demonstrating academic achievement. SEM analysis further revealed positively impacted which turn improved performance. These findings suggest incorporating education can effectively engage deepen their understanding complex sustainability issues. contributes field by highlighting potential as transformative tool higher education, particularly abstract multifaceted subjects like ESG.

Язык: Английский

Процитировано

3

Efektivitas Media Pembelajaran Berbasis Augmented Reality Untuk Meningkatkan Keterampilan Berpikir Kritis pada Materi IPAS DOI Open Access

Ongke Ageng Pamorti,

Winarno Winarno,

Kartika Chrysti Suryandari

и другие.

Jurnal Penelitian Pendidikan IPA, Год журнала: 2024, Номер 10(5), С. 2211 - 2219

Опубликована: Май 25, 2024

Technology in the 5.0 revolution is developing very rapidly so it necessary to prepare student face challenges of 21st century by having skills, namely critical thinking Having a low category because teacher using media has not facilitated students think critically tends be monotonous and boring. The purpose this experiment establish effective AR improving learners' skills on IPAS material. study used quantitative research methods with type true pretest-posttest control group design. data collection are test instrument. results were tested Independent T-Test find out enhancing students' then conducted an effectiveness determine application Augmented Reality-based learning improve average value experimental class 58.92 75.98 while conventional 58.80 63.56. Sample obtained 0.000 provisions decision if significant less than 0.05 there sig. effects among posttests. N-Gain result 56.52 which was categorized as sufficient. It synthesized that AR-based improves use test.

Язык: Английский

Процитировано

3

Methodological and Technological Advancements in E-Learning DOI Creative Commons
Ηλίας Δρίτσας, Μαρία Τρίγκα

Information, Год журнала: 2025, Номер 16(1), С. 56 - 56

Опубликована: Янв. 15, 2025

The present survey examines the intersection of methodological advancements and technological innovations in e-learning, emphasizing their transformative impact on modern education. It systematically explores instructional design frameworks, adaptive learning systems, immersive technologies, data-driven analytics, highlighting role fostering personalized, scalable, inclusive environments. Through integration pedagogical theories with advanced tools like artificial intelligence (AI), augmented reality (AR), virtual (VR), mixed (MR), this study demonstrates how e-learning systems enhance engagement, retention, accessibility. addresses critical challenges such as digital divide, data privacy, resistance to adoption, offering evidence-based strategies mitigate these issues. underscores importance bridging equity gaps while maintaining scalability sustainability, particularly underserved regions. By synthesizing state-of-the-art research practical applications, work provides actionable insights into future advocating for a balanced approach innovation that aligns capabilities diverse needs global learners. findings contribute broader discourse sustainable, inclusive, effective education ecosystems.

Язык: Английский

Процитировано

0

Unlocking academic success: the impact of teaching strategies, instructor support, and student innovation on learning outcomes in public administration DOI Creative Commons
Waiphot Kulachai, Khwanta Benchakhan, Patipol Homyamyen

и другие.

Cogent Education, Год журнала: 2025, Номер 12(1)

Опубликована: Янв. 21, 2025

Язык: Английский

Процитировано

0