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Felix, Zildomar Carlos; Machado, Liliane S.; Vianna, Rodrigo Pinheiro de Toledo – International Journal of Game-Based Learning, 2023
Domestic violence against women has been a serious social and public health problem faced by contemporary society. This type of violence has grown in recent years, placing the woman not only as a victim of the aggressor but also of a sexist culture established over time. One of the ways to combat this problem is through prevention based on…
Descriptors: Family Violence, Females, Victims, Gender Bias
Pamukcu, Bahattin Selim; Çakir, Hasan – Journal of Learning and Teaching in Digital Age, 2021
To increase the benefits of three-dimensional exercise games, the steps to develop these games need to be effective and efficient. The purpose of this study is to determine the game development model used in the design of three-dimensional games for exercise to create effective, efficient, usable, and safe games for users. In this article, studies…
Descriptors: Exercise, Games, Game Based Learning, Program Development
Udeozor, Chioma; Toyoda, Ryo; Russo Abegão, Fernando; Glassey, Jarka – Higher Education Pedagogies, 2021
Virtual Reality (VR) games and simulations are increasingly being used to provide highly interactive, engaging and contextual learning experiences for learners in otherwise risk-prone environments, such as those obtained in chemical engineering and industrial domains. Understanding the intention of users towards this technology for education and…
Descriptors: Computer Simulation, Game Based Learning, Chemical Engineering, Engineering Education
Iqbal A. Rizki; Nadi Suprapto; Hanandita V. Saphira; Yusril Alfarizy; Riski Ramadani; Aulia Dwi Saputri; Dewi Suryani – Journal of Pedagogical Research, 2024
Low levels of critical thinking skills and learning motivation, particularly in physics learning, pose significant challenges that must be promptly addressed to ensure students' future success. To tackle this issue, the present study endeavors to develop a Cooperative Model, Digital Game, and Augmented Reality (CAP)-based learning, which is both…
Descriptors: Foreign Countries, High School Students, Physics, Game Based Learning
Danhua Zhou – Interactive Learning Environments, 2024
Online scientific argumentation activities have significant value for students' cognitive ability. The purpose of this study was to solve the issues of online scientific argumentation. Firstly, the influences of online scientific argumentation were classified into "Learn to Argue" and "Argue to Learn" abilities. And then the…
Descriptors: Meta Analysis, Instructional Design, Instructional Effectiveness, Electronic Learning
Poonsri Vate-U-Lan; Desmond Cahill – Cogent Education, 2024
This quasi-experimental research investigated the efficacy of applying the Society 5.0 concept to establish game-based learning on Metaverse Space for undergraduates in an international program in Bangkok, Thailand. The study was conducted in a Thai public university's international college with a population of six classes of junior university…
Descriptors: Foreign Countries, Academic Achievement, Game Based Learning, Multiple Choice Tests
Gülçin Büyüközkan; Esin Mukul – Interactive Learning Environments, 2024
In recent years, with the improvement of information and communication technologies and the step towards 5G technology in the Internet infrastructure, the use of technologies in education is increasing day by day. Metaverse is one of the important technologies that contribute to digital education processes. While various studies search the…
Descriptors: Computer Simulation, Distance Education, Electronic Learning, Educational Trends
Graeske, Caroline; Sjöberg, Sofia Aspling; Thunberg, Stina – International Education Studies, 2022
Several studies have shown that Swedish students' reading comprehension and ability to understand fiction are decreasing year by year. Numerous alarming reports point to the unsustainable situation concerning young people's reading engagement, but the ideas of how it can be remedied are few. This study aims to investigate and evaluate a didactic…
Descriptors: Secondary School Students, Fiction, Computer Simulation, Learner Engagement
Akturk, Ahmet Oguz – Journal of Computer Assisted Learning, 2022
Background: "Journal of Computer Assisted Learning" ("JCAL"), which started its publication life in 1985, is a leading international journal in the field of computer and instructional technologies and celebrated its 35th anniversary in 2020. Objectives: This study aims to provide a bibliometric overview of leading publication…
Descriptors: Periodicals, Bibliometrics, Citations (References), Educational Technology
Hameedur Rahman; Samiya Abdul Wahid; Faizan Ahmad; Numan Ali – Education and Information Technologies, 2024
Virtual classrooms based on the metaverse or virtual reality are useful and effective for imparting basic chemistry concepts. Interactive and immersive environments can effectively teach fundamental chemistry concepts, such as chemical bonding and formulas, thereby making these otherwise abstract and intangible ideas more accessible and…
Descriptors: Chemistry, Science Instruction, Game Based Learning, Computer Simulation
Carlos Sandoval-Medina; Carlos Argelio Arévalo-Mercado; Estela Lizbeth Muñoz-Andrade; Jaime Muñoz-Arteaga – Journal of Information Systems Education, 2024
Learning basic programming concepts in computer science-related fields poses a challenge for students, to the extent that it becomes an academic-social problem, resulting in high failure and dropout rates. Proposed solutions to the problem can be found in the literature, such as the development of new programming languages and environments, the…
Descriptors: Cognitive Ability, Computer Science Education, Programming, Instructional Materials
Khodabandeh, Farzaneh – Education and Information Technologies, 2023
The application of augmented reality games (ARG) as an emerging innovative technology has become a significant component of instructional learning contexts in recent years. ARG-based education as a form of student-centered learning situates students in a learning environment that integrates virtual elements with physical environments through…
Descriptors: Computer Simulation, Game Based Learning, Educational Technology, Technology Uses in Education
Kostas Zervas; Ioannis Kostopoulos – International Journal on E-Learning, 2023
Business simulation games (BSG) have become a very popular pedagogical tool in university courses and programmes all around the world. Their immense popularity has been a subject of research and academic discourse, especially the past couple of decades when many experts have called for more student-centric and reality based pedagogical approaches.…
Descriptors: Computer Simulation, Game Based Learning, Educational Technology, Athletics
Janice D. Gobert; Michael A. Sao Pedro; Haiying Li; Christine Lott – Grantee Submission, 2023
In this entry, we define Intelligent Tutoring Systems (ITSs) and present a description of their core components. We outline a history of the development of ITSs with a focus on key issues that have driven change and innovation in ITSs from their inception to present day. We also present a brief case study on a specific ITS, Inq-ITS (Inquiry…
Descriptors: Intelligent Tutoring Systems, Student Evaluation, Evaluation Methods, Natural Language Processing
Canto, Silvia; Jauregi-Ondarra, Kristi – Research-publishing.net, 2021
Game-based learning is gaining popularity in language education. For the present study, three games were developed with a central focus on intercultural interaction to be played internationally in dyads or small groups using Video-Communication (VC) tools or a Virtual World (VW). The interactions were carried out in Spanish as a Lingua Franca (LF)…
Descriptors: Interaction, Game Based Learning, Learner Engagement, Second Language Learning