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1,475 Results Found

  • Review
  • Open Access
47 Citations
15,081 Views
20 Pages

Impact of Video Games, Gamification, and Game-Based Learning on Sustainability Education in Higher Education

  • María Pineda-Martínez,
  • David Llanos-Ruiz,
  • Paula Puente-Torre and
  • Miguel Ángel García-Delgado

29 August 2023

Today, the European Union and the governments of its constituent countries are focused on the development of the Sustainable Development Goals (SDGs) and the 2030 agenda—something that has been translated into education itself. Video games, gam...

(This article belongs to the Special Issue Games and Learning: Actions for Quality Education as a Sustainable Development Goal)
  • Article
  • Open Access
46 Citations
11,666 Views
22 Pages

Research has demonstrated the positive impact of active learning on students’ learning outcomes, particularly in science, technology, engineering and mathematics (STEM) fields. However, few studies have explored the impact of active learning vi...

  • Article
  • Open Access
3 Citations
1,745 Views
18 Pages

Innovative Pedagogies for Industry 4.0: Teaching RFID with Serious Games in a Project-Based Learning Environment

  • Pascal Vrignat,
  • Manuel Avila,
  • Florent Duculty,
  • Christophe Bardet and ,
  • Stéphane Begot and
  • Pascale Marangé
  • + 1 author+ 0 author

This work was conducted within the framework of French university reforms undertaken since 2022. Regardless of learning level and target audience, project-based learning has proved its effectiveness as a teaching strategy for many years. The novelty...

  • Article
  • Open Access
16 Citations
8,163 Views
19 Pages

6 February 2023

The nurturing of a student’s core competencies and creativity has been promoted and prioritized as one of the main axes in education worldwide, which has also been emphasized in Taiwan’s new curriculum guidelines. This study aims to devel...

(This article belongs to the Section Sustainable Education and Approaches)
  • Article
  • Open Access
17 Citations
7,476 Views
18 Pages

7 September 2022

Game-based learning has been regarded as one of the best ways to raise public awareness of important issues. It is also a feasible strategy. The promotion of sustainable development education is not limited to schools as the issue of sustainability i...

(This article belongs to the Special Issue Effectiveness of Education for Sustainable Development (ESD) in Kindergarten, School and University: Empirical Educational Research Perspectives)
  • Feature Paper
  • Article
  • Open Access
222 Views
15 Pages

20 October 2026

High-quality, annotated datasets are crucial for enhancing the application of natural language processing tasks. Nevertheless, in the educational domain, they are limited compared to the vast amount of learning content. In the context of smart learni...

(This article belongs to the Special Issue Mining and Computational Intelligence for E-Learning and Education—4th Edition)
  • Article
  • Open Access
4 Citations
3,215 Views
10 Pages

Learning Italian as a Second Language in a Sample of Ukrainian Children: A Game-Based Learning Approach

  • Alessandro Frolli,
  • Francesco Cerciello,
  • Clara Esposito,
  • Mariagrazia Russo and
  • Fabio Bisogni

18 August 2023

Game-based learning is an educational approach aimed at acquiring knowledge through the use of play. There are various studies that note the effectiveness of playing as an educational tool and the use of digital platforms as a tool that can increase...

  • Article
  • Open Access
17 Citations
5,939 Views
22 Pages

30 November 2023

Reflective learning is widely recognised as a highly effective approach to learning. It involves learners in a process wherein they reflect on their past experiences to improve their skills and knowledge. In recent years, there has been growing recog...

  • Article
  • Open Access
56 Citations
10,952 Views
20 Pages

Applying Game-Based Experiential Learning to Comprehensive Sustainable Development-Based Education

  • Shin-Jia Ho,
  • Yu-Shan Hsu,
  • Chien-Hung Lai,
  • Fong-Han Chen and
  • Ming-Hour Yang

20 January 2022

To promote the United Nations’ Sustainable Development Goals (SDGs), public awareness of the importance and urgency of sustainable development should be raised by providing relevant education programs. Although game-based learning has been confirmed...

(This article belongs to the Section Sustainable Education and Approaches)
  • Article
  • Open Access
64 Citations
11,922 Views
22 Pages

Game-Based Learning in Project Sustainability Management Education

  • Elina Jääskä,
  • Kirsi Aaltonen and
  • Jaakko Kujala

22 July 2021

Projects and project-based activities account for over 30% of the global GPD and act as significant vehicles in the transition towards a more sustainable future. Sustainability strategies are typically enacted and implemented through projects in proj...

(This article belongs to the Special Issue Engineering Education for Sustainable Development)
  • Review
  • Open Access
  • Best Paper Award
50 Citations
8,394 Views
11 Pages

Game-Based Learning in Pharmacy Education

  • Julie H. Oestreich and
  • Jason W. Guy

6 January 2022

Game-based learning (GBL) involves adding game elements to non-game activities to encourage engagement. Pharmacy curricula are required to incorporate active learning to meet accreditation standards. The literature supports that well-designed GBL hol...

  • Article
  • Open Access
8 Citations
6,237 Views
20 Pages

With the growth in popularity of video games in our society many teachers have worked to incorporate gaming into their classroom. It is generally agreed that by adding something fun to the learning process students become more engaged and, consequent...

  • Article
  • Open Access
64 Citations
17,115 Views
26 Pages

11 June 2021

Considerable changes have occurred in language learning with the introduction of gameful approaches in the classroom and the increase in the popularity of language applications like Duolingo. A review of existing studies on such approaches to languag...

(This article belongs to the Special Issue Design Methodology for Educational Games)
  • Article
  • Open Access
18 Citations
3,935 Views
15 Pages

Game-Based Social Learning for Socially Sustainable Water Management

  • Joop de Kraker,
  • Astrid Offermans and
  • Merel M. van der Wal

22 April 2021

An important aspect of the social sustainability of a proposed solution is acceptance by societal stakeholders. Acceptance is determined by the extent to which the solution matches with stakeholder perspectives on the problem and preferred ways to de...

(This article belongs to the Special Issue Social Sustainability and Social Learning)
  • Article
  • Open Access
6 Citations
10,044 Views
20 Pages

Case Studies in Game-Based Complex Learning

  • Josh Aaron Miller and
  • Seth Cooper

Despite the prevalence of game-based learning (GBL), most applications of GBL focus on teaching routine skills that are easily teachable, drill-able, and testable. Much less work has examined complex cognitive skills such as computational thinking, a...

(This article belongs to the Special Issue Innovations in Game-Based Learning)
  • Article
  • Open Access
46 Citations
8,503 Views
19 Pages

Design of a Mobile Augmented Reality Platform with Game-Based Learning Purposes

  • Maria Cristina Costa,
  • António Manso and
  • João Patrício

26 February 2020

Augmented reality (AR) is an emergent technology that overlays virtual objects into the real environment. Lately, AR is gaining prominence in education because of its increasing affordability through computers or mobile technologies. In addition, res...

(This article belongs to the Special Issue Advances in Mobile Gaming and Games-based Leaning)
  • Article
  • Open Access
57 Citations
11,520 Views
17 Pages

7 May 2015

To improve education regarding sustainability and green buildings, we designed a multiplayer (2–4 people) green building strategy game called GBGame to deliver knowledge of and introduce applied technologies for green buildings. To verify the game’s...

(This article belongs to the Section Sustainable Education and Approaches)
  • Proceeding Paper
  • Open Access
3 Citations
5,042 Views
6 Pages

This research aimed to compare two strategies for vocabulary learning (digital-game-based learning and paper-based learning). The research was conducted during the first semester of the academic year 2022/2023. A total of 40 EFL undergraduate student...

(This article belongs to the Proceedings of The 3rd IEEE International Conference on Electronic Communications, Internet of Things and Big Data 2023)
  • Article
  • Open Access
22 Citations
6,776 Views
25 Pages

An Interactive Information System That Supports an Augmented Reality Game in the Context of Game-Based Learning

  • Maria Cristina Costa,
  • Paulo Santos,
  • João Manuel Patrício and
  • António Manso

Mobile augmented reality applications are gaining prominence in education, but there is a need to design appropriate and enjoyable games to be used in educational contexts such as classrooms. This paper presents an interactive information system desi...

(This article belongs to the Special Issue Innovations in Game-Based Learning)
  • Article
  • Open Access
1 Citations
2,839 Views
13 Pages

22 December 2025

The international community has devoted substantial resources to advancing Sustainable Development Goal 4—Quality Education—but achievement gaps persist. In English as a foreign language (EFL) setting, vocabulary acquisition is often rega...

(This article belongs to the Section Language and Literacy Education)
  • Article
  • Open Access
28 Citations
5,237 Views
22 Pages

Situating Learning in AR Fantasy, Design Considerations for AR Game-Based Learning for Children

  • Tengjia Zuo,
  • Jixiang Jiang,
  • Erik Van der Spek,
  • Max Birk and
  • Jun Hu

(1) Background: Augmented reality (AR) game-based learning, has received increased attention in recent years. Fantasy is a vital gaming feature that promotes engagement and immersion experience for children. However, situating learning with AR fantas...

(This article belongs to the Special Issue Advances in Tangible and Embodied Interaction for Virtual and Augmented Reality)
  • Article
  • Open Access
23 Citations
9,436 Views
18 Pages

Development of a Comprehensive Process for Introducing Game-Based Learning in Higher Education for Lecturers

  • María Fernández-Raga,
  • Darija Aleksić,
  • Aysun Kapucugil İkiz,
  • Magdalena Markiewicz and
  • Herbert Streit

17 February 2023

Emerging trends such as digitalization, globalization, and the COVID-19 pandemic are forcing higher education institutions to undergo constant organizational and technological changes and to introduce innovative pedagogical approaches suitable for te...

(This article belongs to the Special Issue Games and Learning: Actions for Quality Education as a Sustainable Development Goal)
  • Article
  • Open Access
7 Citations
6,667 Views
20 Pages

Digital Game-Based Support for Learning the Phlebotomy Procedure in the Biomedical Laboratory Scientist Education

  • Tord Hettervik Frøland,
  • Ilona Heldal,
  • Turid Aarhus Braseth,
  • Irene Nygård and ,
  • Gry Sjøholt and
  • Elisabeth Ersvær
  • + 1 author+ 0 author

Practice-based training in education is important, expensive, and resource-demanding. Digital games can provide complementary training opportunities for practicing procedural skills and increase the value of the limited laboratory training time in bi...

(This article belongs to the Special Issue Interactive Technology and Smart Education)
  • Article
  • Open Access
20 Citations
4,699 Views
18 Pages

27 August 2020

Many game-based instructional designs have demonstrated effectiveness for a variety of educational outcomes, although typically in limited contexts. In this article, we report the results of a four-year study testing the extent to which a game-based...

(This article belongs to the Collection Innovative Practices in Engineering Education: Concept and Implementation)
  • Article
  • Open Access
23 Citations
6,242 Views
25 Pages

14 October 2020

Educational game design is a complex process demanding multi-dimensional focus in a heterogeneous team to balance multiple aspects. The existing Game-based learning (GBL) frameworks detail the required knowledge but are hard to use in design practice...

(This article belongs to the Special Issue Design Methodology for Educational Games)
  • Article
  • Open Access
5 Citations
3,860 Views
36 Pages

Using Game-Based Learning for Engaging with Determinants in Mathematics Education at the University Level

  • Szilvia Szilágyi,
  • Anna Mária Takács,
  • Attila Körei and
  • Zsuzsanna Török

8 October 2025

Practising the calculation of determinants is important in linear algebra. A pioneering study involving 580 first-year university students evaluated the impact of game-based learning in higher mathematics education. The participants formed two groups...

(This article belongs to the Special Issue Teacher Effectiveness, Student Success and Pedagogic Innovation)
  • Article
  • Open Access
973 Views
34 Pages

Research in astronomy education has traditionally focused on students’ conceptual understanding through a cognitive lens, despite growing recognition that learning is multidimensional and extends beyond the acquisition or re-organisation of ide...

  • Article
  • Open Access
2 Citations
3,707 Views
23 Pages

23 October 2024

In the Ugandan curriculum, theoretical teaching predominates in conveying water-related topics due to its efficiency and low resource requirements. However, this teacher-centred approach limits student interaction and collaborative learning. Converse...

(This article belongs to the Special Issue The Transition to Sustainable Health and Development: Economic, Policy and Society)
  • Article
  • Open Access
144 Citations
75,615 Views
23 Pages

Effect of Digital Game-Based Learning on Student Engagement and Motivation

  • Muhammad Nadeem,
  • Melinda Oroszlanyova and
  • Wael Farag

6 September 2023

Currently, academia is grappling with a significant problem—a lack of engagement. Humankind has gone too far into exploring entertainment options, while the education system has not really kept up. Millennials love playing games, and this addic...

(This article belongs to the Special Issue Recent Advances in Computer-Assisted Learning)
  • Article
  • Open Access
11 Citations
6,072 Views
16 Pages

Factors Influencing Game-Based Learning in the Colombian Context: A Mixed Methods Study

  • Paola Julie Aguilar-Cruz,
  • Peiyu Wang,
  • Zongping Xiang and
  • Heng Luo

10 May 2023

Game-based learning (GBL) places high demand on educational resources and has been widely practiced in classrooms in many developed countries; however, few studies on GBL and its influencing factors have been conducted in developing countries. To add...

(This article belongs to the Special Issue Technology-Enhanced Language Teaching and Learning: Innovations, Challenges, and Concerns)
  • Review
  • Open Access
19 Citations
15,067 Views
29 Pages

12 June 2025

This study conducts a comprehensive literature review to explore the potential and challenges of integrating game-based learning (GBL) into formal history education. Given the increasing interest in the educational value of games, this review systema...

  • Article
  • Open Access
12 Citations
7,379 Views
14 Pages

Enhancing Student Active Engagement in Class through Game-Based Learning: A Case of Civil Engineering Education

  • Muhammad Umer Zubair,
  • Muhammad Abbas Khan,
  • Muhammad Usman Hassan,
  • Khursheed Ahmed and
  • Taha Aziz

14 July 2024

Students are rapidly losing interest in STEM education due to the minimal incorporation of media into learning and the complexity of teaching methods, which ultimately results in a lack of motivation. However, despite these challenges, incorporating...

(This article belongs to the Special Issue Advances in Engineering Education and Sustainable Development)
  • Systematic Review
  • Open Access
74 Citations
33,830 Views
12 Pages

Game-Based Learning and Gamification in Physical Education: A Systematic Review

  • Rubén Camacho-Sánchez,
  • Ana Manzano-León,
  • José Miguel Rodríguez-Ferrer,
  • Jorge Serna and
  • Pere Lavega-Burgués

9 February 2023

The use of educational games or some aspects of games in the educational context is known as game-based learning (GBL) or educational gamification. The objectives of this study are to assess the existing evidence about how GBL and gamification have a...

(This article belongs to the Section Technology Enhanced Education)
  • Article
  • Open Access
27 Citations
6,429 Views
15 Pages

25 August 2023

Oceans provide a wide range of ecosystem services, including food and cultural ecosystem services derived from fisheries. The sustainability of fisheries is addressed by United Nations Sustainable Development Goal 14 on ocean conservation, and educat...

(This article belongs to the Special Issue Games and Learning: Actions for Quality Education as a Sustainable Development Goal)
  • Article
  • Open Access
40 Citations
12,515 Views
13 Pages

Game-based learning is becoming increasingly popular in education. The playful experience especially promises a high degree of students’ motivation. In this research, we examine the influence of sequential scaffolding within a digital education...

(This article belongs to the Special Issue Innovations in Game-Based Learning)
  • Systematic Review
  • Open Access
1,007 Views
26 Pages

Beyond Entertainment: A Systematic Review of the Evidence on Video Game-Based Learning

  • Javier Sánchez-Trejo,
  • Manuel Montanero and
  • María-Jesús Fernández-Sánchez

12 September 2026

This paper presents a systematic review of empirical research articles published between January 2016 and June 2025 on the use of educational video games as teaching and learning resources in primary and secondary education. A total of 57 publication...

(This article belongs to the Special Issue Game-Based Learning: Strategies, Outcomes and Challenges)
  • Article
  • Open Access
34 Citations
12,886 Views
25 Pages

Recent studies indicate tablets as the preferred devices of preschool children, due to portability, autonomy of use and variety of apps. There is also extensive evidence of the contributions of digital technologies in different areas of learning at t...

(This article belongs to the Special Issue Current Trends in Game-Based Learning)
  • Article
  • Open Access
747 Views
24 Pages

18 June 2026

This study examined the instructional effects of integrating a game-based learning system into a programming course, focusing on how tool-supported practice influences students’ learning outcomes and learning experiences. A quasi-experimental d...

(This article belongs to the Special Issue Advances in Gamification and IoT-Based Education)
  • Review
  • Open Access
72 Citations
43,444 Views
10 Pages

28 April 2021

In modern education nowadays, the use of game-based learning as a teaching and learning method is popular in all school subjects, including mathematics. There are numerous studies dealing with the influences of this teaching method on the students’ a...

(This article belongs to the Special Issue Active Methodologies for the Promotion of Mathematical Learning)
  • Article
  • Open Access
34 Citations
10,486 Views
16 Pages

Effects of Digital Game-Based Learning on Students’ Cyber Wellness Literacy, Learning Motivations, and Engagement

  • Ke Wang,
  • Panpan Liu,
  • Junyi Zhang,
  • Jinping Zhong and ,
  • Xianfei Luo,
  • Jingxiu Huang and
  • Yunxiang Zheng
  • + 2 authors+ 0 author

24 March 2023

The Internet has become an essential part of our daily life, but excessive Internet use may lead to a number of risks such as Internet addiction. In order to protect teenagers from the risks, it is important to guide them to use the Internet in a saf...

(This article belongs to the Special Issue Sustainable Inspiration of Flexible Education)
  • Systematic Review
  • Open Access
746 Views
31 Pages

Digital game-based learning is increasingly used to support children’s engagement, interaction, and social–emotional development. However, its contribution to emotional intelligence, particularly in inclusive classroom contexts, remains t...

(This article belongs to the Special Issue The Development of Children’s Emotional Intelligence: Digital Games, Technologies and Practical Applications)
  • Article
  • Open Access
5 Citations
4,838 Views
24 Pages

6 March 2025

Technological advancement and growing interest in digitalizing education increased Augmented Reality (AR) use in education. However, previous research findings on AR’s potential for knowledge acquisition are inconclusive. Furthermore, computer...

(This article belongs to the Special Issue Virtual and Augmented Reality Technology in Education and Entertainment)
  • Systematic Review
  • Open Access
2 Citations
1,793 Views
34 Pages

From Engagement to Resilience: A Systematic Review of Game-Based Learning for Environmental Resilience

  • Yuanyuan Xu,
  • Zhehao Sun,
  • Chi Zhen,
  • Yin-Shan Lin and ,
  • Tanhab Hossain Sarker,
  • Miles Thorogood,
  • Patricia Lasserre and
  • Aleksandra Dulic
  • + 3 authors+ 0 author

27 February 2026

As Education for environmental resilience increasingly adopts Game-based learning (GBL) to address climate challenges, a critical ambiguity remains regarding how learning outcomes are structured. While games effectively enhance learner engagement, it...

(This article belongs to the Section Sustainable Education and Approaches)
  • Brief Report
  • Open Access
4 Citations
3,012 Views
8 Pages

2 October 2022

It is essential to encourage scientific understanding of water resources. However, how to achieve this for different objects needs to be researched further. Therefore, the purpose of this study is to analyze the impact of game-based teaching on eleme...

(This article belongs to the Section Environmental Sciences)
  • Article
  • Open Access
11 Citations
7,824 Views
32 Pages

23 January 2025

Using digital and non-digital card games to teach mathematics is a well-established didactic technique widely applied at different levels of education. Game-based learning strategies are also gaining ground in higher education, but the use of maths c...

(This article belongs to the Special Issue Engaging Children in Math: Game-Based and Playful Approaches to Learning)
  • Article
  • Open Access
45 Citations
10,161 Views
12 Pages

Artificial Intelligence-Enabled Game-Based Learning and Quality of Experience: A Novel and Secure Framework (B-AIQoE)

  • Asif Ali Wagan,
  • Abdullah Ayub Khan,
  • Yen-Lin Chen,
  • Por Lip Yee and ,
  • Jing Yang and
  • Asif Ali Laghari
  • + 1 author+ 0 author

17 March 2023

Game-based learning in schools and colleges, with the help of AI-enabled augmented intelligence techniques, is reported to improve children’s neurodevelopment, intellectual sensing, and specific learning abilities, according to US officials. Th...

  • Concept Paper
  • Open Access
85 Citations
20,807 Views
15 Pages

31 January 2019

The use of serious games in the governance of natural resources and the environment is progressively increasing and includes games used for research and data collection, teaching and training, and fostering a change of practices. However, this divers...

(This article belongs to the Special Issue Understanding Game-based Approaches for Improving Sustainable Water Governance: The Potential of Serious Games to Solve Water Problems)
  • Article
  • Open Access
22 Citations
9,308 Views
20 Pages

Digital game-based learning builds on the general characteristics of games. The incentive system (points, scores, stars, levels, and performance feedback) integrates design elements to keep a learner engaged. In the work described here, we investigat...

(This article belongs to the Special Issue New Technology Challenges in Education for New Learning Ecosystem)
  • Article
  • Open Access
15 Citations
9,121 Views
13 Pages

15 September 2021

Early detection and repeated learning training of children with intellectual disabilities are important factors that are directly related to the quality of future life of such children. However, implementation of such programs is challenging, as the...

  • Article
  • Open Access
8 Citations
4,063 Views
22 Pages

12 April 2022

This study aims to investigate the differences in the learning path and value between students of different genders and educational backgrounds in digital game-based learning in Taiwan’s higher vocational education. A game-based digital Supply...

(This article belongs to the Special Issue Digitalization of Education: Technology Enhanced Learning)

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