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Article

Game-Based Learning Enhances Engagement and Comprehension in Undergraduate Architecture and Biology Education

by
Somaye Seddighi-Khavidak
1,*,
Barbara N. Sanchez
2,
Sunny S. K. Chan
3 and
Gengyun Le-Chan
3,*
1
Department of Architecture, College of Engineering, Technology and Architecture, University of Hartford, West Hartford, CT 06117, USA
2
Department of Health Sciences-Exercise Science, College of Education, Nursing and Health Professions, University of Hartford, West Hartford, CT 06117, USA
3
Department of Biology, College of Arts & Sciences, University of Hartford, West Hartford, CT 06117, USA
*
Authors to whom correspondence should be addressed.
Educ. Sci. 2026, 16(1), 9; https://doi.org/10.3390/educsci16010009 (registering DOI)
Submission received: 24 October 2025 / Revised: 29 November 2025 / Accepted: 17 December 2025 / Published: 21 December 2025

Abstract

Background: Game-based learning (GBL) grounded in constructivist and experiential learning theories has emerged as a promising strategy to improve engagement, motivation, and knowledge retention in higher education, particularly within STEM disciplines. Methods: This mixed-methods study evaluated the impact of GBL on student engagement, self-efficacy, and knowledge retention in undergraduate biology and architecture courses—two fields where GBL remains underexplored. Results: Thirty-three students (age 19.6 ± 1.6 years) participated, with near-equal representation from biology (51.4%) and architecture (48.6%) majors. Following GBL implementation, students reported significantly higher levels of engagement, participation, and perceived retention (p < 0.0001; effect size V ≥ 0.43). Biology students demonstrated greater gains in engagement and retention, while architecture students showed stronger improvements in participation and self-confidence. Qualitative feedback highlighted GBL’s interactivity and enjoyability, though some students noted distractions and accountability as challenges. Conclusions: Despite limitations such as small sample size and reliance on self-reported outcomes, the findings suggest that GBL is an effective, student-centered instructional tool with distinct benefits across disciplines. Broader, longitudinal studies using objective assessments are recommended to further validate its impact and inform scalable applications in STEM education.
Keywords: game-based learning; student engagement; knowledge retention; undergraduate STEM education; active learning strategies game-based learning; student engagement; knowledge retention; undergraduate STEM education; active learning strategies

Share and Cite

MDPI and ACS Style

Seddighi-Khavidak, S.; Sanchez, B.N.; Chan, S.S.K.; Le-Chan, G. Game-Based Learning Enhances Engagement and Comprehension in Undergraduate Architecture and Biology Education. Educ. Sci. 2026, 16, 9. https://doi.org/10.3390/educsci16010009

AMA Style

Seddighi-Khavidak S, Sanchez BN, Chan SSK, Le-Chan G. Game-Based Learning Enhances Engagement and Comprehension in Undergraduate Architecture and Biology Education. Education Sciences. 2026; 16(1):9. https://doi.org/10.3390/educsci16010009

Chicago/Turabian Style

Seddighi-Khavidak, Somaye, Barbara N. Sanchez, Sunny S. K. Chan, and Gengyun Le-Chan. 2026. "Game-Based Learning Enhances Engagement and Comprehension in Undergraduate Architecture and Biology Education" Education Sciences 16, no. 1: 9. https://doi.org/10.3390/educsci16010009

APA Style

Seddighi-Khavidak, S., Sanchez, B. N., Chan, S. S. K., & Le-Chan, G. (2026). Game-Based Learning Enhances Engagement and Comprehension in Undergraduate Architecture and Biology Education. Education Sciences, 16(1), 9. https://doi.org/10.3390/educsci16010009

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