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Parra-González, María Elena; Segura-Robles, Adrián; Moreno-Guerrero, Antonio José; López-Belmonte, Jesús – Journal of Technology and Science Education, 2022
Nowadays, we talk about the use of gamification in education, an active methodology that consists of the use of mechanics, design or game structures in class. When this type of methodology is used, the effort is rewarded, and it is used as a motivating tool in class. However, there is no valid or well-structured instrument to measure gamification…
Descriptors: Educational Games, Game Based Learning, Test Construction, Test Validity
Barclay, Paul A.; Bowers, Clint – International Journal of Game-Based Learning, 2018
Serious Educational Video Games (SEGs) play a large role in education for both children and adults. However, the budget for SEGs is typically lower than traditional entertainment video games, bringing with it the need to optimize the learning experience. This article looks at the role game immersion plays in improving learning outcomes, using the…
Descriptors: Educational Games, Video Games, Learner Engagement, Outcomes of Education
Sánchez-Mena, Antonio; Martí-Parreño, José; Aldás-Manzano, Joaquín – Electronic Journal of e-Learning, 2017
Educational video games (EVGs) are gaining momentum as a means of increasing students' motivation in their learning process. Nevertheless, teachers might face several barriers that dissuade them from using educational video games in their courses. This study analyses factors affecting teachers' behavioural intention to use educational video games…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
Lookadoo, Kathryn L.; Bostwick, Eryn N.; Ralston, Ryan; Elizondo, Francisco Javier; Wilson, Scott; Shaw, Tarren J.; Jensen, Matthew L. – Journal of Science Education and Technology, 2017
This study examined the role of formative and summative assessment in instructional video games on student learning and engagement. A 2 (formative feedback: present vs absent) × 2 (summative feedback: present vs absent) factorial design with an offset control (recorded lecture) was conducted to explore the impacts of assessment in video games. A…
Descriptors: Formative Evaluation, Summative Evaluation, Video Games, Educational Games
Sugimura, Ryo; Kawazu, Sotaro; Tamari, Hiroki; Watanabe, Kodai; Nishimura, Yohei; Oguma, Toshiki; Watanabe, Katsushiro; Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Takano, Shigeru; Inoue, Hitoshi – International Association for Development of the Information Society, 2014
This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning…
Descriptors: Foreign Countries, Educational Games, Computer Games, Video Games
Scholz, Kyle W.; Schulze, Mathias – Language Learning & Technology, 2017
Recent research in digital game-based language learning has been encouraging, yet it would benefit from research methods that focus on the gaming processes and second-language development (Larsen-Freeman, 2015) rather than learner/player reflection or individuals' beliefs about the validity of gameplay. This has proven challenging as research…
Descriptors: Second Language Learning, Second Language Instruction, Role Playing, Observation
Liu, Chiung-Lin – Interactive Learning Environments, 2017
This study used OpenTTD, a video game that supports in-depth experiential learning, to evaluate undergraduate students' opinions regarding supply chain and logistics management learning. The 101 undergraduate participants were assigned to either an experimental group or a control group. From the post-test questionnaires, the analytical results…
Descriptors: Undergraduate Students, Control Groups, Experimental Groups, Questionnaires
Reynolds, Barry Lee – Language Learning Journal, 2017
This article reports on an investigation of the suitability of mobile vocabulary games for inducing a state of incidental vocabulary acquisition. Draw Something, a social digital drawing game in which players draw and guess words, was selected as a focus for this investigation. Results from an exploratory factor analysis of the questionnaire data…
Descriptors: Educational Games, Vocabulary Development, Educational Technology, Technology Uses in Education
Shiue, Ya-Ming; Hsu, Yu-Chiung – Online Submission, 2017
In recent years, considerable concern has arisen over the use of digital games as instructional tools in educational research. However, game-based learning not only enhances students' learning motivation and effectiveness, but also fosters knowledge transfer. Taiwanese people living in rural areas often receive health-related information through…
Descriptors: Foreign Countries, Computer Games, Video Games, Educational Games
Seli, Paul; Carriere, Jonathan S. A.; Thomson, David R.; Cheyne, James Allan; Martens, Kaylena A. Ehgoetz; Smilek, Daniel – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2014
In the present work, we investigate the hypothesis that failures of task-related executive control that occur during episodes of mind wandering are associated with an increase in extraneous movements (fidgeting). In 2 studies, we assessed mind wandering using thought probes while participants performed the metronome response task (MRT), which…
Descriptors: Foreign Countries, Executive Function, Attention Control, Undergraduate Students
Yilmaz, Turkan Karakus; Cagiltay, Kursat – Contemporary Educational Technology, 2016
Many virtual worlds have been adopted for implementation within educational settings because they are potentially useful for building effective learning environments. Since the flexibility of virtual worlds challenges to obtain effective and efficient educational outcomes, the design of such platforms need more attention. In the present study, the…
Descriptors: Simulated Environment, Computer Simulation, Observation, Interviews
Enticknap-Seppänen, Kaisa – Research-publishing.net, 2017
This study investigates tourism undergraduates' perceptions of learning engagement and oral communication in English through their experiences of testing a pilot purpose-designed educational digital game. Reflecting the implementation of digitalization strategy in universities of applied sciences in Finland, it examines whether single instances of…
Descriptors: Tourism, Undergraduate Students, English (Second Language), Second Language Instruction
Nelson, Larry J.; Coyne, Sarah M.; Howard, Emily; Clifford, Brandon N. – Developmental Psychology, 2016
An approach-avoidance model of social withdrawal (Asendorpf, 1990) identifies 3 types of social withdrawal including shyness, unsociability, and avoidance. Each appears to be uniquely associated with varying indicators of maladjustment in emerging adulthood (Nelson, 2013) but little, if any, work has been done to see how they might be linked to…
Descriptors: Withdrawal (Psychology), Young Adults, Social Media, Electronic Mail
Japanese Students' Perceptions of Digital Game Use for English-Language Learning in Higher Education
Bolliger, Doris U.; Mills, Daniel; White, Jeremy; Kohyama, Megumi – Journal of Educational Computing Research, 2015
Researchers investigated perceptions of Japanese college students toward the use of digital games in English-language learning. The study was conducted at one large private university in Japan. Undergraduate students who were enrolled in 14 English-language courses were invited to complete a paper-based survey during class time. The survey…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Video Games
Pretelín-Ricárdez, Angel; Sacristán, Ana Isabel – Informatics in Education, 2015
We present some results of an ongoing research project where university engineering students were asked to construct videogames involving the use of physical systems models. The objective is to help them identify and understand the elements and concepts involved in the modelling process. That is, we use game design as a constructionist approach…
Descriptors: Video Games, Engineering Education, College Students, Design