Educational Games and Gamification
External reference: https://openalex.org/T10731
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Case-based learning with AI gamification raised motivation scores
Pilot study shows case-based learning with AI gamification significantly increases intrinsic motivation for One Health and climate change instruction in medical undergraduates.
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Play-based AI curriculum increased teacher confidence
Design-based study of a play-centered AI literacy curriculum for early childhood, examining teacher co-design, implementation feasibility, and emerging design principles for sustainable AI education.
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Vietnamese EFL students reported high online flow
Explore flow experiences in online EFL learning among Vietnamese undergraduates. Study reveals high engagement levels driven by feedback, challenge-skill balance, and teacher support despite low.
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No evidence of increased gaming-related problems with long-term use of a video game therapeutic: Exploratory endpoint findings from a randomized controlled trial
Long-term use of a video game therapeutic for depression showed no increase in gaming-related problems, with deterioration rates low across all study arms.
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Gamified micro:bit use improved emotions and readiness for CT
Investigation of gamified micro:bit low-code programming for computational thinking readiness in sustainable mathematics education among P-12 students and pre-service teachers.

