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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
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
Ramos, Júlio Cesar; L'Erario, Alexandre; Mendonça, Marcio; Fabri, José Augusto; Palácios, Rodrigo Henrique Cunha – Education and Information Technologies, 2023
The freshman student's perspective on the activities performed in a data center by the network analyst is complex and intricate. These activities include the configuration of equipment and the connection between network devices. There are several issues with these activities that demand technical knowledge. Questions such as: "what does this…
Descriptors: Game Based Learning, College Freshmen, Computer Science Education, Computer Networks
Krishna Mohan Surapaneni – Advances in Physiology Education, 2024
Recognizing the growing value of game-based learning in medical education, this study aims to evaluate the effectiveness of the innovation, "Aquilibria: The Battle to Balance," a creative narrative card and board game to help improve learners' understanding and application of the concepts of acid-base balance. In this mixed-method study,…
Descriptors: Medical Students, Medical Education, Game Based Learning, Scientific Concepts
Antonio Ruiz Ezquerro – ProQuest LLC, 2024
This dissertation observed and analyzed the experiences of five higher education students participating in a modified tabletop role-playing game (TRPG) intentionally modified for teaching adaptive leadership concepts. The study observed participants' capacity to learn the adaptive leadership concepts taught throughout the game and the ways in…
Descriptors: Game Based Learning, Role Playing, Leadership Training, Undergraduate Students
Ying-Lien Lin; Wei-Tsong Wang; Min-Ju Hsieh – Education and Information Technologies, 2024
Self-regulated learning (SRL) strategies have been identified as a valuable component of digital game-based learning system (GBLS) activities. However, few studies have focused on the effects of information feedback on self-efficacy, SRL strategies, and perceived and actual learning effectiveness. Social cognitive and SRL theories describe the…
Descriptors: Self Efficacy, Self Management, Learning Strategies, Game Based Learning
Mads Paludan Goddiksen; Aurélien Allard; Anna Catharina Vieira Armond; Christine Clavien; Hillar Loor; Céline Schöpfer; Orsolya Varga; Mikkel Willum Johansen – International Journal for Educational Integrity, 2024
In this paper, we introduce "Integrity Games" (https://integgame.eu/)--a freely available, gamified online teaching tool on academic integrity. In addition, we present results from a randomized controlled experiment measuring the learning outcomes from playing "Integrity Games." "Integrity Games" engages students in…
Descriptors: Game Based Learning, Educational Technology, Integrity, Cheating
Aldo Gordillo; Daniel Lopez-Fernandez – IEEE Transactions on Education, 2024
Contribution: This article analyzes the learning effectiveness of a virtual educational escape room for teaching software engineering and compares this activity with traditional teaching through a randomized controlled trial. Background: Educational escape rooms have been used across a wide variety of disciplines at all levels of education and…
Descriptors: Game Based Learning, Computer Software, Conventional Instruction, Instructional Effectiveness
Luciano Bastos De Carvalho; José Dutra De Oliveira Neto – Accounting Education, 2023
New technologies shape the market by requiring hybrid skills for accounting professionals. Serious games may help to prepare students by cultivating these skills. However, an improper game application may disrupt students' skill development. A guide is necessary to avoid a disruptive scenario by making serious games a proper teaching methodology…
Descriptors: Game Based Learning, Accounting, Business Administration Education, Skill Development
Rowan C. Martindale; Barbara Sofia Sulbaran Reyes; Sinjini Sinha; North Cooc – Journal of Geoscience Education, 2024
Educational geoscience games have been increasing in popularity because they promote learning through amusement and encourage students to engage with topical material and each other. Here we describe a new board game, "Reef Survivor", and its use as an instructional tool in undergraduate classes. The educational objective is to teach…
Descriptors: Undergraduate Students, Public Schools, Educational Games, Ecology
Christopher M. Seitz; Jeffrey L. Lennon; Muhsin Michael Orsini; Lauren Elliot; Margaret Lloyd; Fin Findley – Discover Education, 2024
Purpose: This study explored undergraduate college students' opinions of the CDC's online "Solve the Outbreak" (StO) game, a recommended aid in higher education for teaching concepts epidemiological outbreak investigations. Methods: The study was conducted as a game debriefing, in which 16 students enrolled in an undergraduate-level…
Descriptors: Undergraduate Students, Student Attitudes, Epidemiology, Games
Ernesto Pacheco-Velazquez; Virginia Rodés Paragarino; Leonardo David Glasserman; Martina Carlos Arroyo – Journal of International Education in Business, 2024
Purpose: Higher education is undergoing a significant transformation, demanding a rethinking of instructional methods, the establishment of novel assessment frameworks and the incorporation of state-of-the-art technologies to advance the development of learning competencies. The use of simulations is an alternative that offers satisfactory results…
Descriptors: Foreign Countries, Higher Education, Teaching Methods, Independent Study
Chen, Man-Ying; Tang, Joni Tzuchen – Education and Information Technologies, 2023
In higher education, many universities in Taiwan let college students learn excel in a self-directed way. The current axle of the Excel curriculum mainly relies on self-directed learning. In the study, we designed the digital game "Legendary Wizard Excel" and took a certified Excel textbook as the research tool. The game we designed…
Descriptors: Video Games, Computer Software, College Students, Comparative Analysis
Grobelina, Iwona; Mazurkiewicz, Malgorzata; Janus, Damian – Informatics in Education, 2023
Background: Petri nets are a formal specification technique for modelling of control processes and modern flexible manufacturing systems. Interpreted Petri nets take into account input and output signals, allowing to apply them in any control system or even in control part of a cyber-physical system. Due to the fact that Petri nets are not used in…
Descriptors: Game Based Learning, Video Games, College Students, Student Attitudes
Udeozor, Chioma; Russo-Abegão, Fernando; Glassey, Jarka – International Journal of Educational Technology in Higher Education, 2023
Digital games are considered relevant in higher education due to their ability to foster authentic, active and experiential learning opportunities that are of importance in engineering education. However, as a relatively new pedagogical tool, there is the need to understand the perceptions of engineering students as well as to identify factors…
Descriptors: Engineering Education, Video Games, Game Based Learning, College Students