Educational Games and Gamification

External reference: https://openalex.org/T10731

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.