Digital Game-Based Learning: Does It Improve University Students' Learning in an Online Context?
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| Title: | Digital Game-Based Learning: Does It Improve University Students' Learning in an Online Context? |
|---|---|
| Language: | English |
| Authors: | Beatriz Chaves-Yuste (ORCID |
| Source: | Knowledge Management & E-Learning. 2026 18(1):39-59. |
| Availability: | Laboratory of Knowledge Management & E-Learning. Web site: http://www.kmel-journal.org/ojs/index.php/online-publication |
| Peer Reviewed: | Y |
| Page Count: | 22 |
| Publication Date: | 2026 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Higher Education Postsecondary Education |
| Descriptors: | Undergraduate Students, Game Based Learning, Video Games, Video Technology, Electronic Learning, Higher Education, Instructional Design, Outcomes of Education, Technology Uses in Education, Educational Technology, Teaching Methods, Private Colleges, Virtual Universities |
| ISSN: | 2073-7904 |
| Abstract: | The use of digital game-based resources constitutes an alternative educational practice to improve the teaching-learning process in the context of higher education. This research aims to examine students' learning when employing serious games (Socrative and Cerebriti) and educational videos based on the video game "Assassin's Creed Odyssey" to improve and reinforce their learning. The work was carried out during a semester with university students (N = 171) in an e-learning context. A pre- and post ad hoc learning questionnaire was applied. The results show a positive impact on learning after the didactic experience. Consequently, this work contributes to the scientific community by offering a practical proposal. Utilizing serious games and educational videos within a digital game-based learning framework significantly improves students' learning in terms of their active, experiential, participatory, autonomous, and meaningful learning, as well as their knowledge and interest in learning key competencies of the 21st century. |
| Abstractor: | As Provided |
| Entry Date: | 2026 |
| Accession Number: | EJ1492880 |
| Database: | ERIC |
| FullText | Text: Availability: 0 CustomLinks: – Url: https://eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=EJ1492880 Name: ERIC Full Text Category: fullText Text: Full Text from ERIC |
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| Header | DbId: eric DbLabel: ERIC An: EJ1492880 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Digital Game-Based Learning: Does It Improve University Students' Learning in an Online Context? – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Beatriz+Chaves-Yuste%22">Beatriz Chaves-Yuste</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-4442-9138">0000-0002-4442-9138</externalLink>)<br /><searchLink fieldCode="AR" term="%22Cristina+de-la-Peña%22">Cristina de-la-Peña</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0003-1176-4981">0000-0003-1176-4981</externalLink>)<br /><searchLink fieldCode="AR" term="%22Elena+Carrión+Candel%22">Elena Carrión Candel</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0001-7144-4002">0000-0001-7144-4002</externalLink>) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Knowledge+Management+%26+E-Learning%22"><i>Knowledge Management & E-Learning</i></searchLink>. 2026 18(1):39-59. – Name: Avail Label: Availability Group: Avail Data: Laboratory of Knowledge Management & E-Learning. Web site: http://www.kmel-journal.org/ojs/index.php/online-publication – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 22 – Name: DatePubCY Label: Publication Date Group: Date Data: 2026 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Undergraduate+Students%22">Undergraduate Students</searchLink><br /><searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Video+Games%22">Video Games</searchLink><br /><searchLink fieldCode="DE" term="%22Video+Technology%22">Video Technology</searchLink><br /><searchLink fieldCode="DE" term="%22Electronic+Learning%22">Electronic Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="DE" term="%22Instructional+Design%22">Instructional Design</searchLink><br /><searchLink fieldCode="DE" term="%22Outcomes+of+Education%22">Outcomes of Education</searchLink><br /><searchLink fieldCode="DE" term="%22Technology+Uses+in+Education%22">Technology Uses in Education</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Technology%22">Educational Technology</searchLink><br /><searchLink fieldCode="DE" term="%22Teaching+Methods%22">Teaching Methods</searchLink><br /><searchLink fieldCode="DE" term="%22Private+Colleges%22">Private Colleges</searchLink><br /><searchLink fieldCode="DE" term="%22Virtual+Universities%22">Virtual Universities</searchLink> – Name: ISSN Label: ISSN Group: ISSN Data: 2073-7904 – Name: Abstract Label: Abstract Group: Ab Data: The use of digital game-based resources constitutes an alternative educational practice to improve the teaching-learning process in the context of higher education. This research aims to examine students' learning when employing serious games (Socrative and Cerebriti) and educational videos based on the video game "Assassin's Creed Odyssey" to improve and reinforce their learning. The work was carried out during a semester with university students (N = 171) in an e-learning context. A pre- and post ad hoc learning questionnaire was applied. The results show a positive impact on learning after the didactic experience. Consequently, this work contributes to the scientific community by offering a practical proposal. Utilizing serious games and educational videos within a digital game-based learning framework significantly improves students' learning in terms of their active, experiential, participatory, autonomous, and meaningful learning, as well as their knowledge and interest in learning key competencies of the 21st century. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2026 – Name: AN Label: Accession Number Group: ID Data: EJ1492880 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1492880 |
| RecordInfo | BibRecord: BibEntity: Languages: – Text: English PhysicalDescription: Pagination: PageCount: 22 StartPage: 39 Subjects: – SubjectFull: Undergraduate Students Type: general – SubjectFull: Game Based Learning Type: general – SubjectFull: Video Games Type: general – SubjectFull: Video Technology Type: general – SubjectFull: Electronic Learning Type: general – SubjectFull: Higher Education Type: general – SubjectFull: Instructional Design Type: general – SubjectFull: Outcomes of Education Type: general – SubjectFull: Technology Uses in Education Type: general – SubjectFull: Educational Technology Type: general – SubjectFull: Teaching Methods Type: general – SubjectFull: Private Colleges Type: general – SubjectFull: Virtual Universities Type: general Titles: – TitleFull: Digital Game-Based Learning: Does It Improve University Students' Learning in an Online Context? Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Beatriz Chaves-Yuste – PersonEntity: Name: NameFull: Cristina de-la-Peña – PersonEntity: Name: NameFull: Elena Carrión Candel IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2026 Identifiers: – Type: issn-electronic Value: 2073-7904 Numbering: – Type: volume Value: 18 – Type: issue Value: 1 Titles: – TitleFull: Knowledge Management & E-Learning Type: main |
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