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Grace Ann Morris – ProQuest LLC, 2024
Creativity is an important part of education. Teachers need to be able to understand and develop creativity to be able to successfully model it for their students. They can achieve this through pre-service training. Past research has provided implications in pre-service training that helped pre-service teachers develop creativity, albeit from a…
Descriptors: Preservice Teachers, Faculty Development, Creativity, Game Based Learning
Jelena Ilic; Mirjana Ivanovic; Aleksandra Klašnja-Milicevic – Journal of Baltic Science Education, 2024
STEM education, which includes science, technology, engineering and mathematics, has been expanding for the past two decades. This study aimed to map new trends and the possibility of implementing digital game-based learning (DGBL) in STEM education. For this purpose, a systematic literature review was conducted. The resulting sample was further…
Descriptors: Game Based Learning, STEM Education, Student Motivation, Video Games
Daniel Escanez-Exposito; Javier Correa-Marichal; Pino Caballero-Gil – IEEE Transactions on Education, 2024
Quantum computing is an emerging and quickly expanding domain that captivates scientists and engineers. Recognizing the limitations of conventional educational approaches in adequately preparing individuals for their incursion in this area, this research introduces a novel board game called "Qubit: The Game," whose objective is twofold:…
Descriptors: Game Based Learning, Art Education, STEM Education, Competence
McClough, David – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2021
Board games are enjoying increased popularity with thousands of new games introduced annually. The most popular mechanical element of board games is rolling dice and economic topics rank in the top three most common board game themes. The dice game Left, Center, Right employs dice and is easy to learn. This essay presents a variety of social…
Descriptors: Game Based Learning, Social Studies, Teaching Methods, Educational Games
Matthew Gaydos – International Journal of Designs for Learning, 2021
Over the past 15 years, various government agencies in Singapore have supported educational game development and research, producing multiple digital games (e.g., "Legends of Alkhemia," "Statecraft X"), and non-digital games (e.g., "Green City Blues," "Money Matters"). Although these games had been…
Descriptors: Educational Games, Design, Foreign Countries, Game Based Learning
Subhashree Mohapatra; Rahul Mohandas – Health Education, 2025
Purpose: Since youngsters are being extensively engaged with digital devices these days, integrating digital technologies into food and nutrition education programs, stands out as a viable method. The current systematic review aimed to assess the available literature on the effectiveness of digital edutainment games on nutrition behavior of…
Descriptors: Game Based Learning, Nutrition Instruction, Health Behavior, Eating Habits
Sylviane Valdois; Ahmed Zaher; Svetlana Meyer; Julien Diard; Sonia Mandin; Marie Line Bosse – Reading Research Quarterly, 2025
Longitudinal studies on mainstream children and training studies in the dyslexic population suggest that visual attention span (VAS) abilities contribute to reading acquisition. We evaluated to what extent VAS training in beginning readers might enhance later literacy skills. A large cohort of 453 children was followed from the beginning to the…
Descriptors: Attention Span, Visual Aids, Game Based Learning, Intervention
Matic, Ljerka Jukic; Karavakou, Myrto; Grizioti, Marianthi – International Journal of Game-Based Learning, 2023
The literature reports that while digital educational games are used in the elementary classroom, they are rarely, if ever, used in the upper secondary mathematics classroom. In order to investigate this situation, a survey was conducted to determine what upper secondary school mathematics teachers think about digital games and what obstacles and…
Descriptors: Game Based Learning, Electronic Learning, Educational Games, Learner Engagement
Soheilan, Sepideh S.; Shaffer, Katharine S.; Schoepf, El H.; Eyssell, Kristen M.; Farley, Sally D. – Journal of Campus Activities Practice and Scholarship, 2023
College students are reflective of a culturally diverse population and hold a wide range of cultural identities. As such, faculty and campus activities professionals alike, are constantly striving to meet the needs of an increasingly diverse student population. Socioeconomic status (SES) and social class are cultural variables that need more…
Descriptors: Psychological Patterns, Social Systems, Bias, Power Structure
Horwitz, Paul; Reichsman, Frieda; Lord, Trudi; Dorsey, Chad; Wiebe, Eric; Lester, James – Technology, Knowledge and Learning, 2023
Studies of educational games often treat them as "black boxes" (Black and Wiliam in Phi Delta Kappan 80: 139-48, 1998; Buckley et al. in Int J LearnTechnol 5:166-190, 2010; Buckley et al. in J Sci Educ Technol 13: 23-41, 2010) and measure their effectiveness by exposing a treatment group of students to the game and comparing their…
Descriptors: Educational Games, Genetics, Middle School Students, High School Students
Alonso-Fernández, Cristina; Calvo-Morata, Antonio; Freire, Manuel; Martínez-Ortiz, Iván; Fernández-Manjón, Baltasar – Interactive Learning Environments, 2023
Game Learning Analytics can be used to conduct evidence-based evaluations of the effect that serious games produce on their players by combining in-game user interactions and traditional evaluation methods. We illustrate this approach with a case-study where we conduct an evidence-based evaluation of a serious game's effectiveness to increase…
Descriptors: Educational Games, Learning Analytics, Game Based Learning, Computer Mediated Communication
James Russo; Toby Russo – Australian Primary Mathematics Classroom, 2023
Australian primary school teachers have reported that they use games frequently in teaching mathematics. In this paper, the authors discuss the game mechanics of five types of whole-class games that can be particularly powerful for supporting mathematical thinking and student engagement in mathematics.
Descriptors: Foreign Countries, Mathematics Instruction, Elementary School Teachers, Educational Games
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
Odd Rune Stalheim; Hege Merete Somby – Smart Learning Environments, 2024
There has long been an increased focus on and investment in digital technology in schools to improve the quality of education. While digital tools have gained access to pedagogical spheres, physical activity has been overlooked, as pupils often engage in activities that require minimal bodily movement. In this article, we discuss pupils'…
Descriptors: Simulated Environment, Physical Environment, Educational Games, Human Body
Ferhunde Küçüksen Öner; Ayla Cetin-Dindar; Hazal Sari – European Journal of Education, 2024
The aim of this study was to describe the design process of an educational board game, the Planet-Dart. This board game design is based on the science curriculum and aims to enhance middle school students' basic concepts about solar system. The purpose of developing this educational game was to provide an entertaining way for learning science. A…
Descriptors: Grade 5, Educational Games, Game Based Learning, Instructional Materials