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Camila Aparecida Errerias Fernandes Cardinali; Yandara Akamine Martins; Rodrigo Pereira Prates; Emmanuel Veríssimo de Araújo; Felipe Jose Costa Viana; Maria Eleticia de Sousa; Eduardo da Cunha Bombardi; Marcus Vinicius Chrysostomo Baldo; Maria Tereza Nunes – Advances in Physiology Education, 2025
Games and analogies can significantly enrich the learning experience when integrated with traditional expository teaching methods. With this aim, we developed "The Mystery of the Cell Kingdom," an online game designed to enhance understanding of the physiology of thyroid hormones through a medieval analogy. In the game, students are…
Descriptors: Game Based Learning, Physiology, Metabolism, Educational Games
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
Cassandra DiRienzo; Karen Oehme; Kelly Cooper; Elizabeth Ray – International Journal on E-Learning, 2024
Because e-learning encompasses such a wide array of learning methods and tools, its components lend themselves to boundless applications. This study describes one such frontier of e-learning: its use in raising awareness of crucial social issues. Specifically, we describe the development of the first human trafficking awareness e-learning game…
Descriptors: Electronic Learning, Consciousness Raising, Social Problems, Video Games
Carolina Alcantar-Nieblas; Leonardo David Glasserman-Morales; Ernesto Armando Pacheco-Velazquez; Sergio Augusto Ramírez Echeverri – Journal of Applied Research in Higher Education, 2025
Purpose: The present study examined the psychometric properties of the EGame-flow scale in a Mexican sample, presenting evidence of construct validity (exploratory factor analysis and confirmatory factor analysis), reliability (Cronbach's alpha and McDonald's omega) and discriminant validity (mean variance extracted). Design/methodology/approach:…
Descriptors: Psychometrics, Test Validity, Test Reliability, Foreign Countries
Adame, Elissa Arterburn; Posteher, Karlee A.; Hansom, Alaina M.; Wilson, Scott N.; Cecena, Francisco J. E.; Thompson, William M.; Ralston, Ryan L.; Thomas, David M. – International Journal of Game-Based Learning, 2022
This study applies implicit person theory (IPT) to serious gaming. IPT scholars argue that individuals hold one of two views regarding perceptions of ability: growth mindset (abilities are malleable) or fixed mindset (abilities are unchanging). Extant literature demonstrates the many educational benefits afforded to learners who hold a growth…
Descriptors: Educational Games, Intervention, Ability, Attitude Change
Li Ye; Xueyan Zhou; Simin Yang; Yongxin Hang – Interactive Learning Environments, 2023
Traditional pattern teaching is an essential part of cultivating artistic quality, which is confronted with cognitive and motivational problems of teenagers. As a teaching strategy, schema theory attaches importance to the students' knowledge construction, which can reduce the cognitive difficulties caused by the increase of knowledge difficulty.…
Descriptors: Schemata (Cognition), Multimedia Materials, Educational Games, Instructional Design
HajiMoradkhani, Hadise; Mashayekh, Shahnaz; Khodabandelou, Rouhollah – International Journal of Game-Based Learning, 2023
This study aimed to develop and evaluate a digital instructional game application for learning the basic concepts of the accounting principles in an introductory accounting course. The game was designed using the Unity engine and Griss instructional design model. Based on the model, game characteristics were embedded in educational content. The…
Descriptors: Video Games, Game Based Learning, Introductory Courses, Accounting
Xiaojia Wang; Rickard Enstroem – Decision Sciences Journal of Innovative Education, 2024
Information flow is one of the three main flows of supply chains. It is an abstract concept that can be challenging for students to grasp in its entirety. This article describes a role-playing game for teaching the topic of information flow in an undergraduate supply chain management course. The game allows students to simulate receiving and…
Descriptors: Role Playing, Educational Games, Undergraduate Study, Economics Education
Tao, Yingxu; Zou, Bin – Computer Assisted Language Learning, 2023
Technological progress has enhanced classroom gamification in a number of learning contexts. Kahoot! as a digital game-based learning platform is being increasingly integrated into teaching environments to facilitate effective classroom learning. The research focused on Chinese students' perceptions of using Kahoot! in classroom teaching in order…
Descriptors: Student Attitudes, Educational Games, Audience Response Systems, English (Second Language)
Mohammed Estaiteyeh; Isha DeCoito – Interactive Learning Environments, 2024
Differentiated instruction (DI) is a teaching approach that aims to achieve learning for diverse students. This study reports on promoting STEM teacher candidates' (TCs') implementation of technology-enhanced DI in teacher education courses. The research questions are: (1) How do TCs develop digital video games (DVGs) to be inclusive of DI?, and…
Descriptors: STEM Education, Preservice Teachers, Individualized Instruction, Student Needs
Hernández-Pérez, Manuel; Pérez-Sirvent, Carmen; Martínez Sánchez, María-José; Jordán González, Esteban – Applied Environmental Education and Communication, 2023
LIFE-AMDRYC4 (2021) is a VR application designed for mobile phones combining informational design and gamification to stimulate critical reflection and awareness about agricultural practices and their effects on the environment. Agile production frameworks and researchers' input in the design are discussed. A Likert-based questionnaire was…
Descriptors: Visualization, Climate, Environmental Education, Educational Games
Toshiya Arakawa; Haruki Miyakawa – Technology, Knowledge and Learning, 2025
Data science education in Japan extends from elementary to high school students. However, some studies show that this has not enhanced interest or curiosity in data science. Therefore, gamification appears to be an efficient method for encouraging high school students' interest in data science, with research indicating that video games are…
Descriptors: Data Science, Educational Games, Statistics Education, Foreign Countries
Endress, Tobias; Pussep, Anton; Schief, Markus – Journal of International Education in Business, 2023
Purpose: This study aims to investigate an integrated approach that stimulates engagement and interaction in the online learning environment. A simulation game was developed to support the specific learning objectives (LOs) of the lecture and give students the opportunity to apply relevant practical skills (management and group decision-making).…
Descriptors: Video Games, Educational Games, Learner Engagement, Business Administration Education
Andrew M. Phelps; Christopher A. Egert; Mia Consalvo – International Journal of Designs for Learning, 2021
This article describes the educational, operational, and practical implementation of an upper-division undergraduate studio-style course centered on the subject of game production. Specifically, the article addresses the course organization and processes, the institutional context for the course (i.e., its situated role in the larger curriculum),…
Descriptors: Undergraduate Students, Video Games, Educational Games, Computer Software
Weisberg, Lauren; Dawson, Kara; Dana, Nancy Fichtman – Journal of Digital Learning in Teacher Education, 2022
Educators have recently begun using digital breakout games as an instructional strategy in K-12 and higher ed curricula. However, research has thus far explored outcomes associated with playing these games, rather than designing them. This study investigates what happened when 23 preservice teachers in a technology integration course designed…
Descriptors: Educational Technology, Preservice Teachers, Secondary Education, Educational Games