'genially' Search Results
Game-Based Learning in Higher Education: The Pedagogical Effect of Genially Games in English as a Foreign Language Instruction
efl teaching game-based learning genially grammar vocabulary...
This study aimed to analyze the effect of game-based learning (GBL) through the use of Genially in English as a foreign language (EFL) online instruction. The participants were 61 EFL undergraduate students, who were distributed into an experimental group (32 students), and a control group (29 students). Their ages ranged from 22 to 56 years old, and their English proficiency level was B1, according to the Common European Framework of References (CEFR). The students were enrolled in two pre-intermediate courses that are part of an EFL Teaching program at a private university in southern Ecuador. The courses were delivered in an online remote learning environment due to the COVID-19 pandemic. The study followed a quasi-experimental approach and it took place over a sixteen-week period. The instruments included a diagnostic survey, a pre-test, a post-test, a students’ perceptions survey, and a semi-structured interview. The main findings revealed that Genially games have the potential to enhance EFL learners’ academic performance in online instruction, particularly in aspects related to students’ knowledge of grammar and vocabulary in context. Besides, it was found that according to students’ perceptions, the implementation of games based on their real learning needs increases their motivation, especially when feedback is effectively provided.
Evaluating an Interactive Project-Based Learning Guide for Business Plan Development in Higher Education
entrepreneurial competencies business plan development interactive instructional guide project-based learning entrepreneurship education...
Entrepreneurship education in higher education requires strategies that connect theory with practice. Although Project-Based Learning (PBL) is widely used, less is known about the educational value of interactive guides that support students throughout business-plan development. This study examined a Genially-based instructional guide, supplemented with YouTube multimedia, within a PBL intervention in the Business Innovation and Creativity course at Universidad Veracruzana. A quantitatively driven embedded mixed-methods, one-group pre–post design was used with 28 undergraduate students. Data came from course assessment records and pre- and post-intervention questionnaires. Quantitative analysis compared group-level response patterns across 23 conceptually aligned dichotomous items on self-reported entrepreneurship and business-planning knowledge, while open-ended responses explored students’ perceptions of the learning experience. Descriptive statistics and thematic analysis were conducted, and both strands were integrated during interpretation. Post-intervention affirmative-response percentages were higher for several conceptually aligned topics, although the response patterns varied across items and the anonymous responses could not be matched at the individual level. Students also rated the guide as highly useful (M = 9.81/10) and described it as providing organization, clarity, and step-by-step support. These findings suggest that the guide had potential educational value as a pedagogical scaffold in this course. However, because the study used a small, one-group design without linked responses or a comparison group, the results should be interpreted as context-specific descriptive evidence rather than as proof of causal effects on entrepreneurial competencies.
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