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Yeo, Sheunghyun; Rutherford, Teomara; Campbell, Tye – Education and Information Technologies, 2022
Teachers' attitudes and beliefs play an important role in their integration of digital games in the classroom thus the transformative potential of game-based learning. In this study, we adapt the Technology Acceptance Model to examine elementary teachers' acceptance of a digital mathematics game and investigate antecedents to their intention to…
Descriptors: Teacher Attitudes, Beliefs, Educational Technology, Technology Uses in Education
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Power, Jason; Lynch, Raymond; McGarr, Oliver – British Journal of Educational Technology, 2020
Serious games are becoming increasingly popular due to their association with increased learning outcomes when compared to traditional self-regulated learning activities. However, the majority of research examining the outcomes of serious games has focused almost exclusively on learning outcomes. This has resulted in a lack of research examining…
Descriptors: Self Efficacy, Educational Games, Instructional Effectiveness, Learner Engagement
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Meriläinen, Mikko; Aurava, Riikka; Kultima, Annakaisa; Stenros, Jaakko – International Journal of Game-Based Learning, 2020
Game jams are intensive events focusing on creation. Their popularity and visibility have soared in recent years. The phenomenon has attracted the attention of scholars interested in education and learning, and the potential of game jams has been studied in various ways. Increasingly, game jams have come to be viewed as a site for learning. They…
Descriptors: Video Games, Design, Educational Games, STEM Education
Aaron Howard Pomeranz – ProQuest LLC, 2024
Struggling math students often have difficulty developing a sense of self-efficacy and intrinsic motivation to learn math, which has been found to predict future math achievement (Pitsia et al., 2017). Conventional methods of math instruction and assessment may provoke elevated levels of math anxiety for many students, which has been found to…
Descriptors: Grade 5, Mathematics Education, Mathematics Achievement, Mathematics Anxiety
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Kolek, Lukáš; Šisler, Vít; Martinková, Patrícia; Brom, Cyril – Journal of Computer Assisted Learning, 2021
This study investigates a video game's effects on implicit and explicit attitudes towards depicted historical events in the short- and long-term on a sample of 148 young adults. We used, as an intervention tool, a serious game "Czechoslovakia 38-89: Borderlands" that deals with the expulsion of the Sudeten Germans from the former…
Descriptors: Video Games, Technology Uses in Education, Attitude Change, History Instruction
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Goli, Amir; Teymournia, Fatemeh; Naemabadi, Maedeh; Garmaroodi, Ali Andaji – Education and Information Technologies, 2022
The present article introduces and develops an educational tool as an interactive digital game for architectural design, allowing the architectural students to challenge their knowledge and experiences. The framework of this educational tool supports a serious open-ended game, which helps students get involved with the game through self-assessment…
Descriptors: Architectural Education, Building Design, Educational Games, Video Games
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Pérez-Colado, Víctor Manuel; Pérez-Colado, Iván José; Freire-Morán, Manuel; Martínez-Ortiz, Iván; Fernández-Manjón, Baltasar – Educational Technology & Society, 2019
Developer-friendly professional authoring tools have greatly simplified entertainment videogame development. However, this simplification had a limited impact on serious games, which require the active collaboration of developers with educators and other stakeholders. To address this issue, we present uAdventure, an easy-to-use game development…
Descriptors: Educational Games, Video Games, Adventure Education, Instructional Design
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Amy Price; Alex Beckey; Dave Collins – Physical Education and Sport Pedagogy, 2024
Background: In recent years there has been a growing interest in potential pedagogical tools to be used in Physical Education (PE), and specifically in games. This has involved the exploration of both Gamification and Digital Video Games Approach (DVGA). Both are viable pedagogical tools for any teacher, and each have clearly different intentions…
Descriptors: Video Games, Gamification, Physical Education, Technology Uses in Education
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Hung, Hsiu-Ting; Yang, Jie Chi; Tsai, Yi-Chin – Educational Technology & Society, 2020
Learning through designing digital games has recently emerged as a potential approach for school learners to boost their literacy development and learning in and across disciplines. However, existing knowledge on this relatively new approach is still fragmented, and little is known about its implementation features, associated learning…
Descriptors: Educational Games, Computer Games, Video Games, Design
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Özhan, Seyma Çaglar; Kocadere, Selay Arkün – Journal of Educational Computing Research, 2020
This study aimed to examine the factors that explain academic success in a gamified online learning environment considering flow, emotional engagement, and motivation. The gamified online learning environment was used by 40 undergraduate students, and the data gathered from them. A hypothetical path model showing the interaction of variables with…
Descriptors: Undergraduate Students, Educational Games, Video Games, Psychological Patterns
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Akçay, Arif; Coskun, Burcu Karabulut – Journal of Learning and Teaching in Digital Age, 2023
Background: Individuals need to be conscious and aware not to experience the negative effects of digital games and identify the difference between dijital games and digital educational games. The use of digital educational games has four sub-dimensions. These are the "affective approach", the "perceived usefulness,"…
Descriptors: Preservice Teachers, Video Games, Computer Use, Addictive Behavior
Johnson, Frances V. – ProQuest LLC, 2023
The use of digital game-based learning has increased in recent years. Educators have a plethora of digital tools to complement their pedagogical practices and to support student learning. This qualitative study examined how 10 high school math teachers perceived the use of Kahoot! as an instructional intervention, and how teachers perceived the…
Descriptors: Educational Technology, Educational Games, Pedagogical Content Knowledge, Technological Literacy
Maria Diez-Ortega – ProQuest LLC, 2023
Research in digital game-based language learning (DGBLL) has shown support for the use of games to develop linguistic knowledge and social skills in the second language (L2) classroom (Cornillie et al., 2012c; Reinhardt, 2019; Sykes & Reinhardt, 2013). Digital games often align with the definition of tasks, but not many have been intentionally…
Descriptors: Game Based Learning, Second Language Learning, Video Games, Technology Uses in Education
Kantorski, Brinley – ProQuest LLC, 2022
Digital educational games have been a part of the educational landscape since the early 1970s. Since then, there has been a proliferation in the quantity, format, type, and quality of digital educational games available to classroom teachers. Despite this, the body of literature surrounding the effectiveness of these digital educational games…
Descriptors: Computer Games, Educational Technology, Video Games, Program Effectiveness
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Casañ Pitarch, Ricardo; Wang, Lulu – International Journal of Information and Learning Technology, 2022
Purpose: The objective of this research is to measure Chinese students' progress in gaining new vocabulary in Spanish at the B1 level after using the serious video game Guadalingo. Design/methodology/approach: A group of 30 Chinese students participated in an experiment, in which 16 of them played Guadalingo; the other 14 were used as the control…
Descriptors: Foreign Countries, Second Language Learning, Spanish, Game Based Learning
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