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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
Yada Atanan; Amornrat Saithongdee – Journal of Education and Learning, 2024
This computer game was designed and developed to enhance the skills of high school students in balancing chemical equations. The game simulates a trip to the beach and consists of three missions, ranging from easy to difficult levels, enabling players to engage in a contextual learning experience. The objectives of this computer game development…
Descriptors: Foreign Countries, High School Students, Educational Games, Game Based Learning
Fengfeng Ke; Chih-Pu Dai; Luke West; Yanjun Pan; Jiabei Xu – Journal of Educational Computing Research, 2024
Students frequently struggled with the mathematizing process -- forging connections between implicit and explicit mathematical thinking -- when solving a context-rich applied problem. The current research investigated how students interact with and leverage purposively designed "mathematizing" supports when solving applied math problems…
Descriptors: Game Based Learning, Educational Environment, Problem Solving, Mathematics Education
Marina Martínez-Carmona; G. Enrique Ayuso Fernández; Manuel Fernández-Díaz; Francisco Serrano-García; Antonia Plaza Griñán – Biochemistry and Molecular Biology Education, 2025
Knowledge about genetics is essential to build a society capable of participating in socioscientific and ethical debates. However, this subject remains difficult for students, making it necessary to develop new educational strategies, such as gamification. Thus, two main objectives are established in this work: (a) to design and evaluate…
Descriptors: Genetics, Science Instruction, Gamification, Game Based Learning
Fengfeng Ke; Chih-Pu Dai; Luke West – Journal of Computer Assisted Learning, 2024
Background: Game-based learning can frame problem-solving as a sense-making experience with domain-specific tasks for school students. However, multiple challenges arise when trying to support learners in such a complex, problem-oriented learning environment. Objectives and Methods: With an architecture-themed mathematics learning game, we…
Descriptors: Middle School Students, Student Experience, Mathematics Education, Game Based Learning
Stuart Evans; Kellie Sanders – Strategies: A Journal for Physical and Sport Educators, 2024
Many high school students fear and dislike introductory biomechanics, which can add to the challenges physical educators face in teaching and supporting their students' learning. There is evidence that active and participative learning approaches can improve student engagement with and understanding of biomechanical concepts. This can be done by…
Descriptors: Game Based Learning, Biomechanics, High School Students, Learner Engagement
Kimberly A. Redman; Darunporn Honghern – ProQuest LLC, 2024
The Gamification Game ON! Starter Kit provides educators with resources and instruction to create a gamified classroom. This kit aims to simplify the process for educators while maintaining their creative freedom, and outlines a summary of the research, design, and development of an educator kit to incorporate gamification in their classroom.…
Descriptors: Gamification, Teaching Methods, Educational Games, Game Based Learning
Darunporn Honghern; Kimberly A. Redman – ProQuest LLC, 2024
The Gamification Game ON! Starter Kit provides educators with resources and instruction to create a gamified classroom. This kit aims to simplify the process for educators while maintaining their creative freedom, and outlines a summary of the research, design, and development of an educator kit to incorporate gamification in their classroom.…
Descriptors: Gamification, Teaching Methods, Educational Games, Game Based Learning
Deni Dwi Putra; Aan Subhan Pamungkas; Hepsi Nindiasari; Maman Fathurrohman; Anne Porter – Journal of Research and Advances in Mathematics Education, 2024
This research aims to improve the numeracy abilities of secondary students after using the Labirin: the board game and students' perceptions of mathematics learning using the game. This empirical study research used a one-group pretest posttest design. The research population is all grade-8 students in one of the Islamic public secondary schools…
Descriptors: Game Based Learning, Grade 8, Numeracy, Mathematics Instruction
Stohlmann, Micah S. – Middle School Journal, 2023
Over the past ten years, interest in game-based learning has increased. This increase stems from the results of research that demonstrate the potential for increased mathematical learning and engagement when game-based learning was implemented. It has been noted that the most frequent way game-based learning is included in research is with drill…
Descriptors: Game Based Learning, Middle School Mathematics, Classification, Mathematics Instruction
Hale, Jon; Nelson, Andy – School Science Review, 2022
Plant identification is a skill that takes years to hone and develop, yet it is important in understanding diversity in biology while in school. This is highlighted when studying ecological succession in A-level biology where students are often unable to notice the different species, which leads to the production of poor-quality data, potentially…
Descriptors: Game Based Learning, Ecology, Surveys, Biology
Hwang, Gwo-Jen; Lin, Yu-Chun; Lin, Hui-Chen – Educational Technology Research and Development, 2023
In conventional digital game-based learning, geographic maps are generally used to provide students with the whole picture of the gaming contexts, while the concepts to be learned are separately presented as individual gaming objects. Scholars have indicated the problems of such a gaming content design, in which students could encounter…
Descriptors: Spatial Ability, Concept Mapping, Computer Games, Game Based Learning
A Movement-Integration Approach for the Comprehension of Punctuation Marks in Students with Dyslexia
F. Topouzeli; E. Konstantinidou; C. Evaggelinou; V. Barkoukis; E. Fotiadou – Journal of Research in Special Educational Needs, 2025
Embodied cognition and movement-integration (MI) in classroom settings attract the interest of researchers and practitioners. The purpose of this six-week pilot study was to investigate the feasibility and acceptability of a MI approach (PunMoves) focusing on the comprehension of punctuation marks in reading, which was implemented in 12…
Descriptors: Reading Comprehension, Punctuation, Dyslexia, Cognitive Processes
Li, Jun; Yang, Ming An; Xue, Zi Hao – Journal of Chemical Education, 2022
Chemistry education games are helpful tools in chemistry classes, although their design and production are challenging. It is acknowledged that the number of chemical equations is enormous and varied, so it is rather difficult for beginners to memorize equations within a limited time. In a sense, beginners' interest in exploring chemistry is…
Descriptors: Game Based Learning, Chemistry, Educational Games, Instructional Effectiveness
Chun-Hsin Kuo; Meng-Jun Chen; Robasa Nababan; Hsiao-Ching She – IEEE Transactions on Learning Technologies, 2024
Game-based learning (GBL) has long been recognized as an effective way to engage students in learning through games, but little emphasis has been placed on scaffolding support for students, which hinders their learning. Therefore, our design of Space Adventure GBL ties games closely to scaffolds at every stage and investigates what role games and…
Descriptors: Game Based Learning, Scaffolding (Teaching Technique), Grade 8, Instructional Effectiveness