Publication Date
In 2025 | 23 |
Since 2024 | 371 |
Since 2016 (last 10 years) | 371 |
Descriptor
Source
Author
Gwo-Jen Hwang | 11 |
Huei-Tse Hou | 8 |
Samuel Kai Wah Chu | 4 |
Budi Waluyo | 3 |
Kristian Kiili | 3 |
Luke West | 3 |
Amornrat Saithongdee | 2 |
Cheng-Tai Li | 2 |
Chih-Pu Dai | 2 |
Ching-Huei Chen | 2 |
Chun-Yen Tsai | 2 |
More ▼ |
Publication Type
Education Level
Audience
Teachers | 7 |
Researchers | 4 |
Parents | 1 |
Policymakers | 1 |
Location
Taiwan | 15 |
China | 11 |
Indonesia | 11 |
Turkey | 10 |
Thailand | 9 |
Italy | 6 |
Australia | 5 |
Portugal | 5 |
Germany | 4 |
Greece | 4 |
Ireland | 4 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Ruben Till Wittrin; Benny Platte; Christian Roschke; Marc Ritter; Maximilian Eibl; Carolin Isabel Steiner; Volker Tolkmitt – IEEE Transactions on Learning Technologies, 2024
Virtual environments open up far-reaching possibilities with respect to knowledge impartation. Nevertheless, they have the potential to negatively influence learning behavior. As a possible positive determinant, especially in the digital context, the moment "game" can be listed. Accordingly, previous studies prove an overall positive…
Descriptors: Game Based Learning, Learning Motivation, Academic Achievement, Electronic Learning
Jiyuan Zeng; Daner Sun; Chee-Kit Looi; Andy Chun Wai Fan – British Journal of Educational Technology, 2024
Gamification, characterized by the integration of game design elements into non-game environments, has gained popularity in classrooms due to its potential for increased engagement and enjoyment compared to traditional lecture-based teaching methods. While students generally exhibit positive attitudes towards gamification, its impact on academic…
Descriptors: Gamification, Educational Games, Academic Achievement, Program Effectiveness
Jody A. Thompson – Journal of Extension, 2024
As coastal populations grow, so does the exposure to natural hazards such as hurricanes and flooding, creating the potential for increased social and economic disasters. The literature indicates coastal residents remain complacent when planning before, during, and after an event. There is a growing successful use of serious games in natural…
Descriptors: Game Based Learning, Educational Games, Natural Disasters, Planning
Clemens Drieschner; Ferdinand Xiong; Florian Bajraktari; Matthias C. Utesch; Jorg Weking; Helmut Krcmar – IEEE Transactions on Learning Technologies, 2025
The growing demand for sustainable products and services has led to the emergence of a range of entrepreneurial opportunities for innovative business solutions. These new opportunities require novel entrepreneurial skills to design, grow, and maintain sustainable businesses. However, existing educational games do not address the specific skills…
Descriptors: High School Students, Game Based Learning, Games, Entrepreneurship
Thalles Henrique Faria de Souza; Eduardo Figueiredo Peloso; Gabriel Gerber Hornink – Biochemistry and Molecular Biology Education, 2025
Understanding ATP formation is essential for learning metabolism and is central to grasping metabolic processes as a whole. However, due to the high level of abstraction, the number of intermediate substrates, the connections, and integrated regulation, its comprehension often poses a challenge. This and the fact that traditional teaching methods…
Descriptors: Educational Games, Game Based Learning, Biochemistry, Science Instruction
Mehmet Oguz Göle; Zeynep Fulya Temel – Journal of Theoretical Educational Science, 2024
This study examines the effects of digital game-based and different educational programs on the phonological awareness skills of 60-72-month-old children. The study group of the research consists of 60-72-month-old children studying in kindergartens affiliated with primary schools. The study group was divided into three experimental groups and one…
Descriptors: Kindergarten, Elementary Schools, Game Based Learning, Phonological Awareness
Beaumie Kim; Reyhaneh Bastani; Diali Gupta – Educational Technology Research and Development, 2024
Scholars in teacher education have observed that the dichotomy between teachers' professional and personal identities could restrain their pursuits of adopting innovative approaches in the classroom. At the same time, adopting new pedagogical approaches often contests teachers' professional identities and confidence. In this paper, we examine a…
Descriptors: Graduate Study, Teachers, Teacher Education, Professional Identity
Amelia Rubenstein; Alexandra Eisler; Caroline Harmon-Darrow; Nadine Finigan-Carr – Journal of Adult and Continuing Education, 2024
Child sex trafficking (CST) is the exchange of something of value for any sexual act with a minor. Public child welfare agencies are responsible for serving CST victims. In response to the critical need for training child welfare workers on engaging survivors of CST, we describe an innovative game-based training model used to train over 1000…
Descriptors: Game Based Learning, Child Welfare, Sexual Abuse, Victims of Crime
Xiao-Li Zheng; Yun-Fang Tu; Gwo-Jen Hwang; Jue Yu; Yuan-Bo Huang – Educational Technology Research and Development, 2024
Researchers have indicated the importance of engaging learners in self-regulated learning (SRL) states when situated in game-based learning contexts; however, it remains a challenge for both educational and educational technology researchers to effectively integrate both. To this end, this study investigated how SRL strategies are interwoven with…
Descriptors: Independent Study, Game Based Learning, Higher Education, Publications
Tongxi Liu – British Journal of Educational Technology, 2024
To date, extensive work has been devoted to incorporating computational thinking in K-12 education. Recognizing students' computational thinking stages in game-based learning environments is essential to capture unproductive learning and provide appropriate scaffolding. However, few reliable and valid computational thinking measures have been…
Descriptors: Elementary Secondary Education, Game Based Learning, Puzzles, Problem Solving
Riyan Hidayat; Tay Ying Qi; Putri Nur'Afrina Binti Tajul Ariffin; Mohamad Hafizullah Bin Mohd Hadzri; Lin Mei Chin; Jacqueline Lee Xuan Ning; Nurihan Nasir – International Electronic Journal of Mathematics Education, 2024
In contemporary education, game-based learning (GBL) has become a captivating instructional method applied across various academic subjects, including mathematics. The utilization of online GBL in mathematics education constitutes a segment of the activities that mathematics educators can employ during their lessons to teach students and enhance…
Descriptors: Game Based Learning, Mathematics Education, Age Groups, Literature Reviews
Nathalie Barz; Manuela Benick; Laura Dörrenbächer-Ulrich; Franziska Perels – Review of Educational Research, 2024
Digital game-based learning (DGBL) interventions can be superior to traditional instruction methods for learning, but previous meta-analyses covered a huge period and included a variety of different target groups, limiting the results' transfer on specific target groups. Therefore, the aim of this meta-analysis is a theory-based examination of…
Descriptors: Game Based Learning, Video Games, Outcomes of Education, Teaching Methods
Tal Yachin; Miri Barak – Research in Science Education, 2024
The growing trend of "escape games" in science education instigates debate over their pedagogical value, with researchers calling for more emphasis on theory-based design processes. Thus, the current study's goal was to identify situated learning components that can be associated with educational escape games and to generate a…
Descriptors: Science Education, Educational Games, Game Based Learning, Situated Learning
Marcela Pessoa; Marcia Lima; Fernanda Pires; Gabriel Haydar; Rafaela Melo; Luiz Rodrigues; David Oliveira; Elaine Oliveira; Leandro Galvao; Bruno Gadelha; Seiji Isotani; Isabela Gasparini; Tayana Conte – IEEE Transactions on Learning Technologies, 2024
Game designers and researchers have sought to create gameful environments that consider user preferences to increase engagement and motivation. In this sense, it is essential to identify the most suitable game elements for users' profiles. Designers and researchers must choose strategies to classify users into predefined profiles and select the…
Descriptors: Educational Environment, Game Based Learning, Classification, Learner Engagement
Noah Glaser; Lucas Jensen; Tina Riedy; Maggie Center; Jim Shifflett; Joseph Griffin – Educational Technology Research and Development, 2024
This qualitative research study aims to examine the potential of the commercially available serious game, Spiritfarer. The study focuses on the game's unique approach to serious themes and its ability to facilitate discussions about grief. A grounded theory approach was used to analyze lived experience descriptions from 54 participants. Findings…
Descriptors: Game Based Learning, Grief, Program Effectiveness, Empathy