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Osman Özdemir – Journal of Computer Assisted Learning, 2025
Background: In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are…
Descriptors: Game Based Learning, Video Games, Academic Achievement, Student Motivation
Cengiz Gunduzalp – Journal of Education in Science, Environment and Health, 2024
This study was done to find out what students thought about the variables of perceived control, perceived learning, perceived benefit, interest, motivation, affective components, attitude, behavioral components, and learning experience when using digital games in information and communication technologies courses. As a case study, the study was…
Descriptors: Educational Games, Educational Technology, Biochemistry, Student Attitudes
Lynne Zummo; Rebecca T. Menlove; Eliana Massey – Journal of Science Education and Technology, 2024
The need for well-designed learning experiences about modern, anthropogenic climate change is great. In light of this need, many scholars have looked towards museums, arguing that as trusted institutions of informal learning, museums are uniquely positioned to support public engagement with contentious, impactful issues like climate change.…
Descriptors: Failure, Museums, Video Games, Cooperation
Scruggs, Richard; Baker, Ryan S.; Pavlik, Philip I., Jr.; McLaren, Bruce M.; Liu, Ziyang – Educational Technology Research and Development, 2023
Despite considerable advances in knowledge tracing algorithms, educational technologies that use this technology typically continue to use older algorithms, such as Bayesian Knowledge Tracing. One key reason for this is that contemporary knowledge tracing algorithms primarily infer next-problem correctness in the learning system, but do not…
Descriptors: Algorithms, Prediction, Knowledge Level, Video Games
Urban, Alex – Technology, Knowledge and Learning, 2023
Object-based learning includes the active incorporation of historic artifacts into educational environments, which may yield meaningful learning experiences. However, gaining access to artifacts and coordinating object-based curricula with museum staff pose immense challenges to educators. Furthermore, digital representations of historic artifacts…
Descriptors: History Instruction, Educational Games, Museums, Video Games
Ting-Sheng Weng; Ting-Hsuan Lin – Smart Learning Environments, 2024
In computer-based dialogue learning, students' willingness to communicate and ability to interact is one of the important factors. Few studies have examined the testing of mobile metaverse teaching material systems built for interactive communication and learning courses. This study developed and designed course content for a virtual classroom,…
Descriptors: Students, Problem Solving, Gamification, Video Games
Shoda, Vera Paola – E-Learning and Digital Media, 2022
Let's Play (LP) is the term used to describe the videos of people providing commentary as they play video games that follow either live streaming or pre-edited format uploaded in online video sharing platforms. Previous studies on LP have shown its possible use in literary practice and pedagogical potential. This paper goes deeper into the…
Descriptors: Video Games, Electronic Learning, Teaching Methods, Video Technology
Burhan Mahmoud Hamadneh; Mamoun Mohammed AL-Azzam; Turki Mahdi Alqarni; Abdulaziz Derwesh Almalki – International Journal of Education in Mathematics, Science and Technology, 2024
The study aimed to reveal the degree of special education teachers' employment of electronic educational games in teaching the disabled. It also showed statistical differences according to the variables of gender, academic qualification, and years of experience. To achieve the objectives of the study, the descriptive survey method was used. The…
Descriptors: Special Education Teachers, Video Games, Students with Disabilities, Teaching Methods
Laura Scholes; Luke Rowe; Kathy A. Mills; Amanda Gutierrez; Elizabeth Pink – Learning, Media and Technology, 2024
Engagement with video games can potentially advance student digital competence however, there is a digital skills gap by the time young people progress into adolescence. This current research explores how elementary school students' digital self-efficacy might relate to experiences in video game environments to influence perceptions of digital…
Descriptors: Video Games, Technological Literacy, Elementary School Students, Self Efficacy
Ismael E. Espinosa-Curiel; Carlos A. Garcia de Alba-Chavez – IEEE Transactions on Learning Technologies, 2024
Serious video games provide a immersive learning environment for agriculture by simulating real-life challenges scenarios. However, empirical evidence of their effectiveness is sparse. This scoping review follows PRISMA-ScR guidelines to summarize literature on serious video games for agricultural learning, highlighting research trends and…
Descriptors: Educational Games, Agricultural Education, Video Games, Content Analysis
Valérian Cece; Patrick Fargier; Cédric Roure; Vanessa Lentillon-Kaestner – Technology, Pedagogy and Education, 2025
Practising active video games (AVGs) requires performing motor and cognitive tasks, which might foster success in physical education and other school subjects but remains poorly investigated. This study examined the learning effects of six lessons using AVGs with physical education and mathematics content. Overall, 216 school-students composed an…
Descriptors: Interdisciplinary Approach, Teaching Methods, Video Games, Educational Technology
Natalie V. Hudson-Smith; Wilanyi Alvarez-Reyes; Xiaoxiao Yao; Jiayi He; Rebeca Sarahi Rodriguez; Stephanie Mitchell; Mahmoud Matar Abed; Eleni Spanolios; Miriam O. P. Krause; Christy L. Haynes – Journal of Chemical Education, 2023
Video games and immersive, narrative experiences are often called upon to help students understand difficult scientific concepts, such as sense of scale. However, the development of educational video games requires expertise and, frequently, a sizable budget. Here, we report on the use of an interactive text-style video game, NanoAdventure, to…
Descriptors: Educational Games, Video Games, Chemistry, Science Education
Bárbara Mariana Gutiérrez-Pérez; María Teresa Silva-Fernández; Sara Serrate González – Educational Media International, 2024
The aim of this paper is to describe and analyze the process of co-creation and evaluation of an educational video game application called "Natur-Kingdom," developed within the framework of the NaturTEC-Kids Living Lab with the active participation of children and adolescents. This article aims to demonstrate how the integration of end…
Descriptors: Video Games, Educational Technology, Learner Engagement, Children
Lilla Bónus; Erzsébet Antal; Erzsébet Korom – Journal of Science Education and Technology, 2024
This research focuses on "BioScientist," a digital game-based, inquiry-based learning program embedded in the biology curriculum that develops inquiry skills in 8th-grade students. The aim of this paper is to demonstrate a combination of elements of digital game-based learning (DGBL) with inquiry-based learning (IBL) through…
Descriptors: Educational Technology, Game Based Learning, Video Games, Inquiry
Kwaku Edusei – ProQuest LLC, 2022
The purpose of this study is to investigate how designers of commercial educational mathematics game apps describe various aspects of "integration". My investigation addresses several research questions, including what integration means to designers, why they build it into games, and how they do so. Integration is a concept described in…
Descriptors: Gamification, Educational Games, Computer Oriented Programs, Mathematics