NotesFAQContact Us
Collection
Advanced
Search Tips
Laws, Policies, & Programs
Showing 31 to 45 of 329 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Ratnasari, Wiwit; Chou, Tzu-Chuan; Huang, Chen-Hao – Educational Technology & Society, 2023
The digital revolution has heavily influenced digital game-based learning, yet as the revolution progresses, the conception of such learning has shifted along with the increasing complexity of the digital environment. Our study thus aims to identify research standing at this important juncture and to explain the shift in digital game-based…
Descriptors: Educational Research, Citation Analysis, Network Analysis, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Kurt D. Squire – International Journal of Designs for Learning, 2021
At Play in the Cosmos is a game for University-level Astronomy courses. Designed as a collaboration between the Games + Learning + Society Center, an academic center at the University of Wisconsin-Madison, and Norton & Company, Cosmos is intended to support a "game-first" model of curriculum in which students play the game before…
Descriptors: Astronomy, Game Based Learning, Learning Activities, Design
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Orly Klein-Latucha; Arnon Hershkovitz – Journal of Learning Analytics, 2024
We report on a large-scale, log-based study of the associations between persistence and success in an online game-based learning environment for elementary school mathematics. While working with applets, learners can rerun a task after completing it or can halt before completing and rerun it again; both of these mechanisms may improve the score.…
Descriptors: Academic Persistence, Game Based Learning, Educational Technology, Mathematics Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Chen, Ching-Huei; Law, Victor; Huang, Kun – Educational Technology Research and Development, 2023
Educational games are becoming increasingly prevalent. Recently, adaptive game-based learning to accommodate diverse learners has received considerable attention. The current study aims to explore the effect of adaptive scaffolding from a multidimensional engagement perspective. A total of 61 students from a Taiwan secondary school studied…
Descriptors: Scaffolding (Teaching Technique), Learner Engagement, Computer Games, Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
Udeozor, Chioma; Toyoda, Ryo; Russo Abegão, Fernando; Glassey, Jarka – European Journal of Engineering Education, 2023
The application of digital games in higher education is on the rise in engineering. With the recent COVID-19 restrictions and the move to virtual learning, the interest in and the need for virtual laboratories and technology-enhanced experiential learning tools like digital games are expected to rise. This paper presents a review of the current…
Descriptors: Computer Games, Engineering Education, Higher Education, Game Based Learning
Malone, Mac – ProQuest LLC, 2023
We analyze the thesis that a fully immersive gamified learning platform benefits students, improving their enjoyment, time management, and performance by engaging them with the subject matter. We assert that an immersive experience centered around a true game produces better results than exercises with just a few gamified elements (e.g., points,…
Descriptors: Game Based Learning, Teaching Methods, Time Management, Learner Engagement
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Alexandra Rysul'ova – NORDSCI, 2023
Virtual worlds, like Second Life, are transformative innovations in education. These immersive 3D environments offer teachers and students unique opportunities beyond traditional classrooms. They foster active learning, allowing students to interact, manipulate objects, and engage with diverse content. This multimodal approach accommodates various…
Descriptors: Information Security, Computer Simulation, Barriers, Teaching Methods
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Eva Fidia Lestari; Masagus Firdaus; Hanni Yukamana – Journal of English Teaching, 2024
The pandemic has affected many aspects of our lives including education and that has caused the Government to provide alternative teaching methods and make recommendations for online learning. Since smartphones and laptops using the internet are the only tools for learning, students are increasingly playing online games and being exposed to…
Descriptors: Grade 7, Computer Games, Video Games, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Fernando Almeida; Zoltan Buzady – Technology, Knowledge and Learning, 2024
This study explores the contribution of serious game teaching technology, such as FLIGBY, to the development of entrepreneurial learning outcomes in the context of an entrepreneurship course in higher education. The sample is composed of 551 students through the construction of a randomized pretest-posttest control group. A quantitative…
Descriptors: Entrepreneurship, Outcomes of Education, Comparative Analysis, Game Based Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Jantakun, Thiti; Jantakoon, Thada – Higher Education Studies, 2021
The purposes of the research were 1) to design the Digital Educational Computer Games Environments Supporting Education (DECGE-SE) and 2) to evaluate the DECGE-SE. The research procedure was divided into two phases. The DECGE-SE as follows: (1) Learning: (1.1) Subject area, (1.2) Learning objectives/Player goals, (1.3) Learning Theories, (1.4)…
Descriptors: Computer Games, Educational Games, Game Based Learning, Instructional Effectiveness
Peer reviewed Peer reviewed
Direct linkDirect link
Gui, Yang; Cai, Zhihui; Yang, Yajiao; Kong, Lingyuan; Fan, Xitao; Tai, Robert H. – International Journal of STEM Education, 2023
Digital educational games exhibit substantial promise in advancing STEM education. Nevertheless, the empirical evidence on both the efficacy of digital game-based learning and its designs in STEM education is characterized by notable inconsistencies. Therefore, the current study aimed to investigate (1) the general effect of digital game-based…
Descriptors: STEM Education, Educational Games, Game Based Learning, Video Games
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Álvaro Antón-Sancho; Diego Vergara; Lorena Rodríguez-Calzada – Higher Learning Research Communications, 2023
Objectives: Analysis of the player profiles of professors is a fruitful line of research because player profiles may influence the design of gamified situations. We studied a sample of 243 university professors in Mexico to analyze the player profiles with which they identify and those they consider most effective didactically in gamified…
Descriptors: Foreign Countries, Gamification, College Faculty, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Shilan Ahmadian; Lisbeth M. Brevik; Elisabet Öhrn – Journal of Computer Assisted Learning, 2024
Background: In Norway, games were introduced into the 2020 English curriculum; acknowledging games as language learning resources alongside other text-based material. However, little is known about the type of games selected by English teachers, reasons for doing so, or how games are actually used in teaching. This is particularly relevant in…
Descriptors: Foreign Countries, High Schools, Language Teachers, Vocational English (Second Language)
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Asli Bahar Ivgin; Hakan Akcay – International Journal of Technology in Education, 2024
Game-based learning has attracted great interest in science education as an effective way to increase student achievement. Most studies in this field have focused on digital or non-digital games. In the literature, some studies generally compare educational games with traditional teaching methods. More studies need to be conducted to compare the…
Descriptors: Educational Games, Middle School Students, Science Achievement, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Bile, Alessandro – Education and Information Technologies, 2022
In recent years, the technological revolution has changed the way we see reality and interact with it. Inevitably, education and didactic planning have also had to deal with new technologies. Indeed, the presence of digital tools has radically changed people's lives since childhood. Many educational realities have exploited this digital…
Descriptors: Cognitive Ability, Game Based Learning, Computer Games, Computer Science Education
Pages: 1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  10  |  11  |  ...  |  22