Publication Date
In 2025 | 0 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 7 |
Since 2016 (last 10 years) | 7 |
Since 2006 (last 20 years) | 7 |
Descriptor
COVID-19 | 7 |
Game Based Learning | 7 |
Pandemics | 7 |
Video Games | 7 |
Distance Education | 3 |
Teaching Methods | 3 |
Active Learning | 2 |
Computer Games | 2 |
Computer Mediated… | 2 |
Educational Technology | 2 |
Foreign Countries | 2 |
More ▼ |
Source
ProQuest LLC | 2 |
Association for the… | 1 |
European Journal of Open,… | 1 |
IGI Global | 1 |
Journal of Autism and… | 1 |
Management Teaching Review | 1 |
Author
Publication Type
Journal Articles | 3 |
Dissertations/Theses -… | 2 |
Reports - Research | 2 |
Books | 1 |
Collected Works - General | 1 |
Collected Works - Proceedings | 1 |
Reports - Descriptive | 1 |
Education Level
Audience
Researchers | 1 |
Students | 1 |
Teachers | 1 |
Location
Italy | 2 |
Austria | 1 |
Canada | 1 |
Czech Republic | 1 |
Europe | 1 |
Hawaii | 1 |
Hungary | 1 |
Indonesia | 1 |
Israel | 1 |
Japan | 1 |
New York (New York) | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Motivated Strategies for… | 1 |
Trends in International… | 1 |
What Works Clearinghouse Rating
Raymond Kaimana Eran Estrella Jr. – ProQuest LLC, 2023
Video games, such as the popularized game Minecraft, have been used in a variety of educational settings and learning contexts. Though academic findings of video game usage are mixed, increases in learning competencies, skills and engagement were apparent. While faced with creating an alternative learning plan for teaching kaikua?ana and kaikaina…
Descriptors: Video Games, Game Based Learning, COVID-19, Pandemics
Travis W. Windleharth – ProQuest LLC, 2021
This research addressed increasing understanding of how players make meaning during play of a complex STEM game and explores to what extent player mental models of STEM concepts shift as a result of interacting with the game simulation. Game based learning is attracting increased attention and interest as a novel platform for experiential…
Descriptors: Video Games, STEM Education, Game Based Learning, COVID-19
Esther Sackett; Lisa M. Amoroso – Management Teaching Review, 2024
Challenged by COVID-19, we sought ways to increase engagement in the virtual classroom, capitalizing on a popular multiplayer game to teach persuasion to undergraduate students. In the game "Among Us[R]," players ("Crewmates") work together to repair their spaceship before it explodes while being attacked by other players…
Descriptors: Electronic Learning, Video Games, Computer Games, Game Based Learning
Drumhiller, Nicole K., Ed.; Wilkin, Terri L., Ed.; Srba, Karen V., Ed. – IGI Global, 2021
Simulation and game-based learning are essential applications in a learning environment as they provide learners an opportunity to apply the course material in real-life scenarios. Introducing real-life learning allows the learner to make critical decisions at different points within the simulation providing constructive education that leads to a…
Descriptors: Simulation, Game Based Learning, Emergency Programs, Authentic Learning
Beaumont, Renae; Walker, Hugh; Weiss, Jonathan; Sofronoff, Kate – Journal of Autism and Developmental Disorders, 2021
Families often face financial and geographical barriers to services for children with autism. The current study explored the effectiveness of a parent-supported adaptation of the computer game-based social skills program Secret Agent Society (SAS). Seventy child-parent dyads were randomized to SAS (n = 35) or a caregiver-supported cognitive skills…
Descriptors: Video Games, Computer Games, Game Based Learning, Interpersonal Competence
Elisabetta M. Cigognini; Andrea Nardi – European Journal of Open, Distance and E-Learning, 2024
This study aims to explore the educational potential of Minecraft as a learning environment that supports active teaching methods, especially in remote contexts. It presents the experience of remote laboratory teaching within the MineClass project conducted from 2018 to 2021, addressing the challenges posed by the reduction of in-person and online…
Descriptors: Video Games, Game Based Learning, Technology Uses in Education, COVID-19
Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2022
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. The "EdMedia + Innovate Learning" conference took place in New York,…
Descriptors: Educational Technology, Flipped Classroom, Online Courses, Student Projects