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Original Articles

Foundations of Game-Based Learning

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Pages 258-283 | Published online: 06 Feb 2016

Keep up to date with the latest research on this topic with citation updates for this article.

Read on this site (53)

Gilbert Koelewijn, Marije P. Hennus, Helianthe S. M. Kort, Joost Frenkel & Thijs van Houwelingen. (2024) Games to support teaching clinical reasoning in health professions education: a scoping review. Medical Education Online 29:1.
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Jessica Nguyen, Aashna Mittal, Zoran Kapelan & Lisa Scholten. (2024) SuDSbury: A serious game to support the adoption of sustainable drainage solutions. Urban Water Journal 21:2, pages 204-218.
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Elina Jääskä, Jaakko Kujala & Kirsi Aaltonen. (2023) A game-based learning method to teach project management – the case of the earned value management. Cogent Education 10:2.
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Xanthippi Tsortanidou, Thanasis Daradoumis & Elena Barberá. (2023) A K-6 computational thinking curricular framework: pedagogical implications for teaching practice. Interactive Learning Environments 31:8, pages 4903-4923.
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Luciano Bastos de Carvalho & José Dutra de Oliveira Neto. (2023) Serious games may shape the future of accounting education by exploring hybrid skills. Accounting Education 32:6, pages 670-693.
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Sevda Korkmaz, Ayla Cetin-Dindar & Ferhunde Kucuksen Oner. (2023) Impact of educational game development on students’ achievement and attitudes toward science. The Journal of Educational Research 116:5, pages 268-279.
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Simon Knight, Antonette Shibani, Heather Ford & Simon Chambers. (2023) Inverting {{Citation needed}}: critical design reflection of a citation learning game. Learning, Media and Technology 0:0, pages 1-17.
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Gustavo Prados Sánchez, Ramón Cózar-Gutiérrez, Javier del Olmo-Muñoz & José Antonio González-Calero. (2023) Impact of a gamified platform in the promotion of reading comprehension and attitudes towards reading in primary education. Computer Assisted Language Learning 36:4, pages 669-693.
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Ruofei Zhang, Di Zou & Gary Cheng. (2023) Concepts, affordances, and theoretical frameworks of mixed reality enhanced language learning. Interactive Learning Environments 0:0, pages 1-14.
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Eadaoin J. Slattery, Deirdre Butler, Michael O’Leary & Kevin Marshall. (2023) Teachers’ experiences of using Minecraft Education in primary school: An Irish perspective. Irish Educational Studies 0:0, pages 1-20.
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Chioma Udeozor, Ryo Toyoda, Fernando Russo Abegão & Jarka Glassey. (2023) Digital games in engineering education: systematic review and future trends. European Journal of Engineering Education 48:2, pages 321-339.
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Liping Sun, Marjaana Kangas & Heli Ruokamo. (2023) Game-based features in intelligent game-based learning environments: a systematic literature review. Interactive Learning Environments 0:0, pages 1-17.
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Prema Nedungadi, Kathryn Devenport, Rita Sutcliffe & Raghu Raman. (2023) Towards a digital learning ecology to address the grand challenge in adult literacy. Interactive Learning Environments 31:1, pages 383-396.
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Michaela Arztmann, Lisette Hornstra, Johan Jeuring & Liesbeth Kester. (2023) Effects of games in STEM education: a meta-analysis on the moderating role of student background characteristics. Studies in Science Education 59:1, pages 109-145.
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Xiangling Zhang, Ahmed Tlili, Junhong Guo, David Griffiths, Ronghuai Huang, Chee-Kit Looi & Daniel Burgos. (2023) Developing rural Chinese children’s computational thinking through ­game-based learning and parental involvement. The Journal of Educational Research 116:1, pages 17-32.
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Helen Hawthorne. (2022) Trade negotiations: teaching consensus. Review of International Political Economy 29:6, pages 2159-2173.
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Haoyu Liu & Pi-Ying Yen. (2022) Implementation and improvement of the sailboat game: Evidence from two cities. Journal of Education for Business 97:7, pages 483-489.
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Akbar Bahari. (2022) Game-based collaborative vocabulary learning in blended and distance L2 learning. Open Learning: The Journal of Open, Distance and e-Learning 37:4, pages 348-369.
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Christine Greenhow, Charles R. Graham & Matthew J. Koehler. (2022) Foundations of online learning: Challenges and opportunities. Educational Psychologist 57:3, pages 131-147.
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Lauren Weisberg, Kara Dawson & Nancy Fichtman Dana. (2022) Engaging Preservice Teachers in the Design of Digital Breakout Games in an Educational Technology Course. Journal of Digital Learning in Teacher Education 38:2, pages 71-88.
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Sylvain Dernat, Cyrille Rigolot, Dominique Vollet, Patrice Cayre & Bertrand Dumont. (2022) Knowledge sharing in practice: a game-based methodology to increase farmers’ engagement in a common vision for a cheese PDO union. The Journal of Agricultural Education and Extension 28:2, pages 141-162.
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Jørn Weines. (2022) Exploring fishery history in game form: ‘Never again April 18!’. Rethinking History 26:1, pages 1-31.
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Errol Scott Rivera & Claire Louise Palmer Garden. (2021) Gamification for student engagement: a framework. Journal of Further and Higher Education 45:7, pages 999-1012.
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Meredith Carroll, Summer Lindsey, Maria Chaparro & Brent Winslow. (2021) An applied model of learner engagement and strategies for increasing learner engagement in the modern educational environment. Interactive Learning Environments 29:5, pages 757-771.
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Matthew J. Davis, Josh A. Raines, Cole L. Benson, Chad H. McDonald & Roger A. Altizer. (2021) Toward a framework for developing virtual reality skills training in human services. Journal of Technology in Human Services 39:3, pages 295-313.
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G. Michael McGrath, Leonie Lockstone-Binney, Faith Ong, Elisabeth Wilson-Evered, Madelene Blaer & Paul Whitelaw. (2021) Teaching sustainability in tourism education: a teaching simulation. Journal of Sustainable Tourism 29:5, pages 795-812.
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Kelly Foltz-Ramos, Nicholas M. Fusco & Jane B. Paige. (2021) Saving patient x: A quasi-experimental study of teamwork and performance in simulation following an interprofessional escape room. Journal of Interprofessional Care 0:0, pages 1-8.
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Fatma Alzahraa Abdelsalam Elkhamisy & Rita Maher Wassef. (2021) Innovating pathology learning via Kahoot! game-based tool: a quantitative study of students` perceptions and academic performance. Alexandria Journal of Medicine 57:1, pages 215-223.
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Tarık Talan, Yunus Doğan & Veli Batdı. (2020) Efficiency of digital and non-digital educational games: A comparative meta-analysis and a meta-thematic analysis. Journal of Research on Technology in Education 52:4, pages 474-514.
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Ya-Ling Wang, Huei-Tse Hou & Chin-Chung Tsai. (2020) A systematic literature review of the impacts of digital games designed for older adults. Educational Gerontology 46:1, pages 1-17.
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Stein Brunvand & David Hill. (2019) Gamifying your Teaching: Guidelines for Integrating Gameful Learning in the Classroom. College Teaching 67:1, pages 58-69.
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Robin Mason & Linda Turner. (2018) Serious gaming: A tool to educate health care providers about domestic violence. Health Care for Women International 39:8, pages 859-871.
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Wenhao David Huang & Eunjung Grace Oh. (2018) Motivational support from digital game-based learning environments (DGBLEs) for scientific topics designed by novice end users. Educational Media International 55:2, pages 123-136.
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Selcuk Sirin, Jan L. Plass, Bruce D. Homer, Sinem Vatanartiran & Tzuchi Tsai. (2018) Digital game-based education for Syrian refugee children: Project Hope. Vulnerable Children and Youth Studies 13:1, pages 7-18.
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Guido Ferilli, Enzo Grossi, Pier Luigi Sacco & Giorgio Tavano Blessi. (2017) Museum environments, visitors’ behaviour, and well-being: beyond the conventional wisdom. Museum Management and Curatorship 32:1, pages 80-102.
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Sharon Tettegah, Michael McCreery & Fran Blumberg. (2015) Toward a Framework for Learning and Digital Games Research. Educational Psychologist 50:4, pages 253-257.
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Richard E. Mayer. (2015) On the Need for Research Evidence to Guide the Design of Computer Games for Learning. Educational Psychologist 50:4, pages 349-353.
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Sarah West Hixson & Rachel J. Eike. Mixed-methods assessment of an apparel edu-larp rooted in self-determination theory. International Journal of Fashion Design, Technology and Education 0:0, pages 1-13.
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Fran C. Blumberg, Rachel M. Flynn, Bruce D. Homer, Jakki O. Bailey, Cassondra M. Eng, C. Shawn Green, Michail Giannakos, Stamatis Papadakis & Douglas A. Gentile. Current state of play: Children’s learning in the context of digital games. Journal of Children and Media 0:0, pages 1-7.
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Jack Denham, Matthew Spokes, Matt Coward-Gibbs & Caitlin Veal. Personal, pedagogic play: a dialogic model for video game learning. Pedagogy, Culture & Society 0:0, pages 1-18.
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F. J. Gerard, K. Ammerer, M. Mentzelopoulos & D. Economou. Exploring Students’ Experiences in Using Virtual Simulation and Gamification Principles for Authentic Learning and Assessment in Criminal Psychology. Journal of Criminal Justice Education 0:0, pages 1-19.
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Kristian Kiili, Juho Siuko & Manuel Ninaus. Tackling misinformation with games: a systematic literature review. Interactive Learning Environments 0:0, pages 1-16.
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Jane Henriksen-Bulmer, Emily Rosenorn-Lanng, Stevie Corbin-Clarke, Samuel Ware, Davide Melacca & Lee-Ann Fenge. Using game-based learning to teach young people about privacy and online safety. Interactive Learning Environments 0:0, pages 1-21.
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Shanshan Shang & Nana Ni. Understanding the Impacts of Storytelling and Player Perspective on Learning Outcomes: The Mediating Roles of Engagements. International Journal of Human–Computer Interaction 0:0, pages 1-20.
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Manuela Cantoia, Andrew Clegg & Andrea Tinterri. Training Teachers to Design Game-Based Learning Activities: Evidence from a Pilot Project. Computers in the Schools 0:0, pages 1-23.
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Zack Carpenter & David DeLiema. (2024) Linking epistemic stance and problem-solving with self-confidence during play in a puzzle-based video game. Computers & Education 216, pages 105042.
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Rikito Hori, Makoto Fujii, Takaaki Toguchi, Steven Wong & Masayuki Endo. (2024) Impact of an EFL Digital Application on Learning, Satisfaction, and Persistence in Elementary School Children. Early Childhood Education Journal.
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Jhon Stephen P. Debit, Hannah Mae P. Bacoba, Mariane Mariz C. Tabanao & Angelo Mark P. Walag. (2024) GamesBond: A Game-based Supplemental Teaching Material for Ionic and Covalent Bonding. Journal of Chemical Education 101:4, pages 1610-1617.
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