Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 4 |
Since 2016 (last 10 years) | 10 |
Since 2006 (last 20 years) | 13 |
Descriptor
Cooperative Learning | 13 |
Design | 13 |
Video Games | 13 |
Foreign Countries | 9 |
Teamwork | 5 |
Active Learning | 4 |
Case Studies | 4 |
Educational Games | 4 |
Student Attitudes | 4 |
Teaching Methods | 4 |
Educational Technology | 3 |
More ▼ |
Source
Author
Arnab, Sylvester | 1 |
Brusk, Jenny | 1 |
Clarke, Samantha | 1 |
Cox, Anna L. | 1 |
Czauderna, André | 1 |
Engström, Henrik | 1 |
Ethlyn Saltzman | 1 |
Gandolfi, Enrico | 1 |
Guardiola, Emmanuel | 1 |
Himmelstein, Jesse | 1 |
Howe, Edward | 1 |
More ▼ |
Publication Type
Reports - Research | 10 |
Journal Articles | 9 |
Tests/Questionnaires | 3 |
Dissertations/Theses -… | 2 |
Collected Works - Proceedings | 1 |
Speeches/Meeting Papers | 1 |
Education Level
Higher Education | 5 |
Postsecondary Education | 5 |
Secondary Education | 4 |
Junior High Schools | 3 |
Middle Schools | 3 |
High Schools | 2 |
Grade 9 | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Jackson, Renee – Studies in Art Education: A Journal of Issues and Research in Art Education, 2022
This research is about bringing social justice art education into classrooms through the medium of video games and exploring the ways in which video game design can be a learning tool that can make contributions to and engage in social justice work. Drawing from a case-study research project with a small group of middle school students, through…
Descriptors: Cooperative Learning, Video Games, Educational Games, Design
Ethlyn Saltzman – ProQuest LLC, 2022
The study examined the effects of a new game mechanic on collaborative learning and mathematical discourse when playing a digital geometry puzzle game. For this study, two new versions of the game "Noobs vs. Leets" were developed. Both versions of the game teach the concepts of complementary and supplementary angles and the angle sum…
Descriptors: Cooperative Learning, Geometry, Mathematics Instruction, Video Games
Rahimi, Farzan Baradaran; Kim, Beaumie – Learning, Media and Technology, 2023
When we give meanings to a physical space, we engage in place-making. With technologies, the place-making activities can be extended to virtual and hybrid spaces. In games, actual or virtual space can gain narrative and meaning transforming into a playce (i.e., a place for play). We suggest that playce-making (i.e., transforming a space into a…
Descriptors: Place Based Education, Play, Educational Change, Design
Marinescu, Maria-Cristina; Marzo, Jose L. – International Association for Development of the Information Society, 2020
Based on our positive, but limited experience with Jigsaw at the university level, half a year ago we initiated a more extensive experiment with a larger sample of students, and incorporating changes that relate back to some negative comments we have received during the previous course. Jigsaw is a collaborative inquiry-based learning technique…
Descriptors: Cooperative Learning, Inquiry, Teamwork, Active Learning
Czauderna, André; Guardiola, Emmanuel – Higher Education Studies, 2021
The development of digital games over physical distance is a common practice in the gaming industry, yet widely neglected in the curricula of digital game development programs at university level. The coronavirus pandemic, however, pushed project-oriented game programs all over the world towards an implementation of ad hoc approaches to remote…
Descriptors: Computer Mediated Communication, Video Games, Teaching Methods, Distance Education
Howe, Edward; Ruberg, Andres – Canadian Journal of Action Research, 2020
This action research investigates DigiPen, an innovative locally developed secondary school course where students are actively engaged in project-based learning while studying how to work effectively in teams focused on digital game design. Students apply art, math, physics, and computer science knowledge and learn important life skills. DigiPen…
Descriptors: Secondary School Students, Active Learning, Student Projects, Design
Gandolfi, Enrico – E-Learning and Digital Media, 2018
This article aims to enlighten how individuals apply and develop cooperative and computational thinking in online collaborative challenges, and what ludic features support or discourage such approaches. Over n = 1400 subjects have been involved with a quantitative survey about three collaboration-based video games--i.e. "Overwatch,"…
Descriptors: Video Games, Group Activities, Cooperative Learning, Logical Thinking
Arnab, Sylvester; Clarke, Samantha; Morini, Luca – Electronic Journal of e-Learning, 2019
This article discusses the application of game design thinking as a learning process for scaffolding co-creativity in Higher Education based on the GameChangers initiative (gamify.org.uk) part-funded by the Higher Education Funding Council of England (HEFCE). Taking into account the relationship between play, technology and learning, the game…
Descriptors: Creativity, Video Games, Design, Teaching Methods
Wilhelmsson, UIf; Engström, Henrik; Brusk, Jenny; Östblad, Per Anders – Journal of Computing in Higher Education, 2017
This article presents the result from a study comparing the perception and understanding of a game story between sighted and visually impaired players playing the same game. In particular, whether sighted and visually impaired players could experience and recount the same story construed from the plot elements that are either manifested by audio…
Descriptors: Inclusion, Computer Games, Handheld Devices, Visual Impairments
Jennett, Charlene; Papadopoulou, Sofia; Himmelstein, Jesse; Vaugoux, Alexandre; Roger, Vincent; Cox, Anna L. – International Journal of Game-Based Learning, 2017
Game jams, hackathons and similar group game creation events have become increasingly popular over the past decade (Fowler et al., 2015). They provide new and exciting opportunities for education and research. They foster creative thinking and innovation (Preston et al., 2012), and strengthen project management and communication skills (Smith…
Descriptors: Case Studies, Educational Games, Student Experience, Interdisciplinary Approach
Pretelín-Ricárdez, Angel; Sacristán, Ana Isabel – Informatics in Education, 2015
We present some results of an ongoing research project where university engineering students were asked to construct videogames involving the use of physical systems models. The objective is to help them identify and understand the elements and concepts involved in the modelling process. That is, we use game design as a constructionist approach…
Descriptors: Video Games, Engineering Education, College Students, Design
Yildirim, Nilay – ProQuest LLC, 2013
This cross-case study examines the relationships between game design attributes and collaborative problem solving process in the context of multi-player video games. The following game design attributes: sensory stimuli elements, level of challenge, and presentation of game goals and rules were examined to determine their influence on game…
Descriptors: Video Games, Problem Solving, Cooperative Learning, Case Studies
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2012
For the thirty-fifth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the national AECT Convention in Louisville, Kentucky. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Handheld Devices, Workplace Learning, Electronic Learning