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 0000-0002-4442-9138), Cristina de-la-Peña (ORCID 0000-0003-1176-4981), Elena Carrión Candel (ORCID 0000-0001-7144-4002)
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
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  Data: Digital Game-Based Learning: Does It Improve University Students' Learning in an Online Context?
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  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>)
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  Data: <searchLink fieldCode="SO" term="%22Knowledge+Management+%26+E-Learning%22"><i>Knowledge Management & E-Learning</i></searchLink>. 2026 18(1):39-59.
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  Data: Laboratory of Knowledge Management & E-Learning. Web site: http://www.kmel-journal.org/ojs/index.php/online-publication
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  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>
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  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.
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      – Text: English
    PhysicalDescription:
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        PageCount: 22
        StartPage: 39
    Subjects:
      – SubjectFull: Undergraduate Students
        Type: general
      – SubjectFull: Game Based Learning
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      – SubjectFull: Video Games
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      – SubjectFull: Video Technology
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      – SubjectFull: Electronic Learning
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      – SubjectFull: Higher Education
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      – SubjectFull: Instructional Design
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      – SubjectFull: Technology Uses in Education
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      – SubjectFull: Educational Technology
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      – SubjectFull: Teaching Methods
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      – SubjectFull: Private Colleges
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      – SubjectFull: Virtual Universities
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      – TitleFull: Digital Game-Based Learning: Does It Improve University Students' Learning in an Online Context?
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            NameFull: Beatriz Chaves-Yuste
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            NameFull: Cristina de-la-Peña
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