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Caitlin Cole; Roberto H. Parada; Erin Mackenzie – Journal of Research on Technology in Education, 2024
Video games are an established part of popular culture, and frequently used in educational settings worldwide. There is now a substantive body of research suggesting positive outcomes of their use in classrooms. In spite of this, there is a dearth of research synthesizing the outcomes of these studies. This is particularly so in relation to the…
Descriptors: Elementary School Students, Middle School Students, High School Students, Video Games
Exploring Teachers' Mastery and Use of Minecraft in the Classroom a Survey of the Minecraft Teachers
Hae Ryung Rinpoche Kim – ProQuest LLC, 2024
This study explored the dynamic interplay of social constructivism, game-based learning, and communities of practice in the context of teachers using Minecraft as an educational tool. This study used a teacher survey to collect insights from teachers who use Minecraft and are members of the Minecraft Teachers' Lounge. The research investigated how…
Descriptors: Video Games, Educational Games, Computer Uses in Education, Surveys
Papp, David; Gyori, Krisztina; Kovacs, Karolina Eszter; Csukonyi, Csilla – Hungarian Educational Research Journal, 2022
The pandemic caused a new digital scheme of work to be implemented in higher educational institutes to avoid physical contact, which is referred to as emergency remote teaching in the literature (Hodges, Moore, Lockee, Trust, & Bond, 2020). The inevitable consequence of emergency remote teaching (later on ERT) was that the students' inter-and…
Descriptors: Video Games, Educational Games, Instructional Effectiveness, Higher Education
Bouck, Emily C.; Long, Holly M. – Preventing School Failure, 2022
Student fluency in mathematics is important, as fluency supports mathematics proficiency and achievement. While fluency can be supported with flashcards and worksheets, it can be supported by games. In this exploratory study, researchers examined the relationship between students' fluency on addition with regrouping problems and playing a virtual…
Descriptors: Mathematics Instruction, Mathematics Skills, Educational Games, Video Games
David Bar-El – ProQuest LLC, 2022
We are witnessing an excitement about digital games and related immersive media as these become ever more prevalent in the world. Governments, private companies, and research institutes are investing in these technologies in hopes of transforming education. However, while scholarship on digital game-based learning has been steadily growing over…
Descriptors: Teaching Experience, Teaching Methods, Electronic Learning, Game Based Learning
John L. Nietfeld; Kristin F. Hoffmann – Journal of Computer Assisted Learning, 2024
Background: Goal setting has been established in the literature as a critical component of self-regulated learning and for effective problem-solving. Yet, surprisingly little attention has been focused on goal-directed behaviour in digital game-based learning environments (GBLEs) despite their expanding use in educational contexts. Objectives: The…
Descriptors: Game Based Learning, Educational Environment, Goal Orientation, Electronic Learning
Gulnoza Yakubova; Briella Baer Chen; Stuti Gupta; Monerah N. Al-Dubayan – Education and Training in Autism and Developmental Disabilities, 2024
The purpose of this study was to examine the effects of an online, multi-component intervention (video modeling, online mathematical games, self-monitoring checklists, and least to most prompting) in teaching mathematics skills to autistic secondary school students using a multiple probe design across skills. This study is unique from previous…
Descriptors: Mathematics Instruction, Secondary School Students, Autism Spectrum Disorders, Students with Disabilities
Dhabih V. Chulhai – Journal of Chemical Education, 2024
We present a tool, one that is both a stand-alone web-based video game and a Python package, designed for students to explore a particle's wave function on one-dimensional potential surfaces. The tool relies on a basis set formalism and can, therefore, explore any one-dimensional potential surface imaginable. This tool also lets students interact…
Descriptors: Science Instruction, Teaching Methods, Technology Uses in Education, Educational Games
Schroer, Joseph E.; Thomas, Robin D. – Mind, Brain, and Education, 2020
This exploratory study investigated behavioral and neural correlates of spatial reasoning in 21 children aged 6-12 years-old during educational video game play. Behavioral measures included child performance in learning the concept during the pretest, practice, and posttest portions of the game. Neural correlates using electroencephalography…
Descriptors: Reflection, Young Children, Educational Games, Video Games
Rafael Leonardo da Silva – ProQuest LLC, 2021
Moral decision-making models in game environments have been increasingly reported in research. These models, however, focus on identifying affordances and goals of games and educational interventions rather than tracing the process of moral decision-making in game worlds. This dissertation study addresses this gap in the literature by presenting…
Descriptors: Moral Values, Decision Making, Video Games, Empathy
Sandstrom, Alice M. – ProQuest LLC, 2019
This dissertation proposes the development of an educational video game that teaches its players. This proposed game seeks to address the following two issues/problems within the topic of shape grammar. First, the process of designing with shape grammar requires the designer to first develop shape rules at the start of the design process, opposite…
Descriptors: Educational Games, Video Games, Architectural Education, Geometric Concepts
Jianshu Qiao; John R. Woodward; Atm S. Alam – Cogent Education, 2024
Rote memory (RM) has become the primary method of learning vocabulary for decades in China. However, RM is tedious, leading to reduced motivation and concentration. In contrast, Educational Video Games (EVGs) are attractive and fun, which could be an alternative to RM. Although most studies have investigated EVGs' effectiveness, empirical research…
Descriptors: Foreign Countries, Video Games, Educational Games, English (Second Language)
Afthinos, Yanni; Kiaffas, Zacharias; Afthinos, Theofilos – Technology, Knowledge and Learning, 2022
The aim of this study is to examine whether students of a sport management undergraduate course can gain knowledge in the management of a professional soccer club, by participating in a commercial serious game. Serious is considered the cyber game that its purpose exceeds entertainment. For this case study, the serious sport club management game…
Descriptors: Undergraduate Students, Administrator Education, Athletics, Video Games
Ma, Jingsi; Zhang, Yi; Zhu, Zhifang; Zhao, Sunan; Wang, Qiyun – Journal of Educational Computing Research, 2023
Computational thinking (CT) education has drawn increasing attention from educators and researchers. This study conducted a meta-analysis of 27 empirical studies to examine the effectiveness of game-based learning (GBL) for fostering students' CT. The effects of various factors on the learning process for acquiring CT were also examined. The…
Descriptors: Game Based Learning, Computation, Thinking Skills, Instructional Effectiveness
Bilgin, Enes Abdurrahman – Education Quarterly Reviews, 2021
All over the world and especially in Turkey, the success level regarding math is well below the desired rate. The main reasons for this situation are negative attitudes and anxiety towards math. It is observed that the students and the teachers experience anxiety about the Arithmetic Operations, which is one of the beginning subjects of math. On…
Descriptors: Educational Games, Video Games, Handheld Devices, Mathematics Anxiety