Volume 7 - Issue 2 (1) | PP: 28 - 34
Language : English
DOI : https://doi.org/10.31559/CCSE2025.7.2.1
DOI : https://doi.org/10.31559/CCSE2025.7.2.1
19
3
Factors Affecting using Game-Based Activities among University Students
| Received Date | Revised Date | Accepted Date | Publication Date |
| 1/12/2025 | 3/12/2025 | 7/12/2025 | 31/12/2025 |
Abstract
Objectives: The study aimed at analyzing university students learning emotions and their engagement towards game-based activities. Methods: A sample of 200 university students (55.5% female) from a Jordan universities was selected. Descriptive statistics revealed that students' engagement and their emotions were mostly positive and fell to moderate levels. Results: Furthermore, partially significant results were highlighted according to students' variables. Based on the results, suggestions and implications were also highlighted. Conclusions: This study determined the level of students' engagement and learning emotions towards using gamification in learning based on demographic factors, namely gender and age.
Keywords: University, students, outcomes, learning
How To Cite This Article
Al-Mahasneh , H. A. & Al-Nuaimi , A. A. (2025). Factors Affecting using Game-Based Activities among University Students. International Journal of Childhood, Counselling, and Special Education, 7 (2), 28-34, 10.31559/CCSE2025.7.2.1
Copyright © 2026, This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.