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Barany, Amanda; Foster, Aroutis – Journal of Experimental Education, 2021
Video games, and the affinity spaces that develop around them, have been lauded as valuable sites for promoting learning as a transformational and intentional process of identity exploration. This research examines how such processes are enacted on a community discussion forum for the space flight simulator game Kerbal Space Program. Public…
Descriptors: Video Games, Discussion Groups, Social Networks, Individual Development
Valérian Cece; Patrick Fargier; Cédric Roure; Vanessa Lentillon-Kaestner – Technology, Pedagogy and Education, 2025
Practising active video games (AVGs) requires performing motor and cognitive tasks, which might foster success in physical education and other school subjects but remains poorly investigated. This study examined the learning effects of six lessons using AVGs with physical education and mathematics content. Overall, 216 school-students composed an…
Descriptors: Interdisciplinary Approach, Teaching Methods, Video Games, Educational Technology
Recabarren, Matías; Corvalán, Benjamín; Villegas, Montserrat – Interactive Learning Environments, 2023
Studies have shown that the application of gamification has positive effects on motivation and learning. However, various meta-studies indicate that there is high volatility in the published results. The purpose of this study is to analyze whether the student's activity as gamers is related to these differences. A comparative study was conducted…
Descriptors: Video Games, Gamification, Student Motivation, Individual Differences
Rehim, Mastur H.; AL-Tkhayneh, Khawlah M.; Zaitoun, Eman Ali; Khaled, Ahmed – Journal of Social Studies Education Research, 2023
This study aims to examine the effects of electronic games on students' academic achievement. The study was conducted on a sample of parents in the city of Al Ain, United Arab Emirates. A questionnaire was used for data collection, with a sample of 76 parents randomly chosen, comprising 64 females (84.2%) and 12 males (15.8%). The study findings…
Descriptors: Video Games, Academic Achievement, Parent Attitudes, Leisure Time
Chen, C.-C.; Crews, D. – International Journal of Kinesiology in Higher Education, 2023
Neural and behavioral evidence has indicated that video games and mental training can enhance motor skills and attentional stability. The purpose of this study is to investigate the acute effect of a single session of cognitive game training on electroencephalography (EEG) activity and golf putting performance (10, 12 ft putts). A total of twelve…
Descriptors: Brain Hemisphere Functions, Brain, Cognitive Development, Video Games
Stampoltzis, Aglaia; Voulkidou, Efstathia – European Journal of Psychology and Educational Research, 2023
Television watching and video/computer playing are favorite leisure activities among children and adolescents. Individuals with attention deficit hyperactivity disorder (ADHD) have several special characteristics in relation to attention and impulsivity compared with non-ADHD individuals. This study investigates parental perceptions of electronic…
Descriptors: Parent Attitudes, Children, Attention Deficit Hyperactivity Disorder, Foreign Countries
Brandon K. Schultz; Steven W. Evans; John Bowditch; Kaitlynn Carter; Emma E. Rogers; Jennifer Donelan; Allison Dembowski – Grantee Submission, 2023
An estimated 8.7% to 9.8% of school-age children in the United States have attention deficit hyperactivity disorder (ADHD), affecting 4.3 to 4.9 million public school students. ADHD is a costly disorder that often goes untreated, especially among adolescents. Accessible computer- based programs have emerged to address the neurocognitive deficits…
Descriptors: Video Games, Attention Deficit Hyperactivity Disorder, Planning, Skill Development
Kai-Yi Chin; Yen-Lin Chen – Interactive Learning Environments, 2023
Using digital learning content to realize learning in games is a rapidly-developing direction of interest for teachers and researchers. This study has developed a digital role-playing gaming system to review Social Studies course content to a fifth Grade class at an elementary school. It allows students to experience the historical storyline of…
Descriptors: Role Playing, Video Games, Academic Achievement, Student Motivation
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
Natalie V. Hudson-Smith; Wilanyi Alvarez-Reyes; Xiaoxiao Yao; Jiayi He; Rebeca Sarahi Rodriguez; Stephanie Mitchell; Mahmoud Matar Abed; Eleni Spanolios; Miriam O. P. Krause; Christy L. Haynes – Journal of Chemical Education, 2023
Video games and immersive, narrative experiences are often called upon to help students understand difficult scientific concepts, such as sense of scale. However, the development of educational video games requires expertise and, frequently, a sizable budget. Here, we report on the use of an interactive text-style video game, NanoAdventure, to…
Descriptors: Educational Games, Video Games, Chemistry, Science Education
Liu, Yi-Chun; Wang, Wei-Tsong; Huang, Wen-Hsin – Education and Information Technologies, 2023
Prior research has demonstrated the advantages of applying mobile game-based learning (MGBL) applications to supporting students' learning. However, studies that specifically examine the effects of game quality and different types of cognitive loads on learning effectiveness in MGBL contexts are scarce. Therefore, this study aims to address this…
Descriptors: Video Games, Cognitive Processes, Difficulty Level, Academic Achievement
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
Miroslava Tokovská; Dominika Doktorová; Jana Šolcová – Journal of Social Studies Education Research, 2024
The ability to learn new skills as an adult, cognitive stimulation in the ageing process, and a cognitively active lifestyle are of interest to experts in education, public health, and social studies. The game Scrabble, with its enjoyable nature, has gained recognition as an educational resource that facilitates the acquisition and preservation of…
Descriptors: Brain, Educational Games, Older Adults, Adults
Ranjit Kumar Behera; Roshan Chandra; Subhankita Rath – Journal on School Educational Technology, 2024
Video game addiction is a global phenomenon. A high level of addiction leads to detrimental effects on the social, educational, and psychological aspects of the students. The objective of this study is to examine the relationship between videogame addiction and the academic performance of senior secondary students. For this, the study has used the…
Descriptors: Correlation, Video Games, Addictive Behavior, Academic Achievement
Yasemin Kahyaoglu Erdogmus; Adile Askim Kurt – Education and Information Technologies, 2024
This study investigated pedagogical agent (with/without) and feedback (explanatory/confirmatory) types on achievement, flow experience, and cognitive load in a digital game-based learning environment. We developed a game about spreadsheets and prepared four versions of the game in the context of pedagogical agent and feedback types. Through the…
Descriptors: Cognitive Processes, Difficulty Level, Skill Development, Game Based Learning