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Technology Knowledge and Learning· 2026Q1

LogicGate: A Student-Centred Digital Game-Based Learning Experience

Thomas Coleman, Arthur Money

Short summary

LogicGate, a digital game designed using the Student-Centred Experience Framework, enhanced student feedback and autonomy compared to a paper-based task, but showed no significant differences in knowledge gain among 32 computer science undergraduates.

AI-generated from the title and abstract; the full text is not read.

Key points

  • LogicGate, a digital game for Boolean logic, was evaluated against a paper-based task in a mixed-methods study with 32 undergraduates.
  • The game significantly improved student feedback and autonomy, key tenets of student-centred learning, according to survey results.
  • No significant differences in knowledge gain were found between the game and the traditional task.
  • Qualitative data highlighted positive peer learning experiences but identified areas for improvement in onboarding and difficulty.
  • Developing comprehensive student-centred learning experiences is practical and as effective as traditional methods, with peer collaboration being a valued component.

AI-generated from the title and abstract; the full text is not read.

Abstract

Abstract Although there are many digital educational games, few are designed to fully support and deliver a comprehensive student-centred learning experience. This study develops and evaluates a digital game-based learning experience, designed using the Student-Centred Experience Framework, focusing on how effectively it delivers core student-centred learning principles, enhances student experience, and supports academic performance. A counterbalanced, within-subjects, mixed methods design was used. Thirty-two undergraduate computer science students participated in groups within a simulated classroom environment. Students completed LogicGate, a multiplayer experience designed to teach Boolean logic concepts, and an equivalent paper-based task presenting the same logic circuits. Quantitative outcome measures included the Course Experience Survey, eGameFlow survey, and a custom knowledge test. Qualitative measures included thematic analysis of focus groups and content analysis of open-ended survey questions and voice/text communications during gameplay. Survey results indicated statistically significant differences favouring the LogicGate learning experience over the traditional task for Feedback and Autonomy in eGameFlow, indicating enhanced delivery of student-centred learning tenets linked to these constructs. No significant differences between learning experiences were identified for other constructs after adjustment for multiple comparisons, suggesting non-inferiority of the LogicGate experience to traditional tasks in these other areas of student-centred learning. Qualitative data indicated student experience was positive, particularly the peer learning aspects which are considered a core aspect of student-centred learning, but improvements could be made to onboarding, difficulty, and preparing students for team-based activities. There were no significant differences in student knowledge gain between learning experiences. Developing an experience that includes all aspects of student-centred learning is practical, as effective as traditional tasks, and students particularly enjoy and value peer collaboration in such an experience. However, maintaining an appropriate level of difficulty for disparate groups is a challenge. Addressing student feedback in subsequent versions could support wider deployment.

The authors' abstract, as published at the source. Technology Knowledge and Learning, 2026 · DOI ↗

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Field: Developmental and Educational Psychology

Developmental and Educational PsychologyPsychology