Game - based activities in learning process

This study presents ways to utilize activities with game elements in the educational process. Initially is presented the theoretical background of the object of our research. More specifically is presented the effect of game activities on reducing anxiety in a learning environment. Also is recorded researches related to the basic principles that must be observed when designing a game-based educational activity and when using it in learning. In our research, through an example of a digital quiz that incorporates assessment and self-assessment elements, is emphasized the effectiveness of game activities when they complement learning. Finally is highlighted the contribution of such activities to creating a lighter and more pleasant climate in the classroom, which refers to familiar recreational environments for students from their everyday lives.

Authors

Publication Details

Journal
International Journal of Educational Innovation.
Published
2025-09-02
DOI
https://doi.org/10.69685/jden3752
Primary Topic
Innovative Educational Technologies
Type
article
Field-Weighted Citation Impact
0.00
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article

Game - based activities in learning process

BOSMOS FOTIOS
International Journal of Educational Innovation.
Innovative Educational Technologies
article

Game - based activities in learning process

BOSMOS FOTIOS
article en

Abstract

This study presents ways to utilize activities with game elements in the educational process. Initially is presented the theoretical background of the object of our research. More specifically is presented the effect of game activities on reducing anxiety in a learning environment. Also is recorded researches related to the basic principles that must be observed when designing a game-based educational activity and when using it in learning. In our research, through an example of a digital quiz that incorporates assessment and self-assessment elements, is emphasized the effectiveness of game activities when they complement learning. Finally is highlighted the contribution of such activities to creating a lighter and more pleasant climate in the classroom, which refers to familiar recreational environments for students from their everyday lives.

International Journal of Educational Innovation.Vol. 7(2)
Openalex Percentile: Top 66%
Innovative Educational Technologies
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