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Shokeen, Ekta; Weintrop, David; Pellicone, Anthony James; Moon, Peter Francis; Ketelhut, Diane; Cukier, Michel; Plane, Jandelyn Dawn – Information and Learning Sciences, 2023
Purpose: The purpose of this paper is to understand the role of perplexity in young players' experiences within an educational videogame and how reflective thinking can help them to get out of perplexing scenarios. Design/methodology/approach: We used a constructivist grounded theory approach and the lenses of Dewey's conceptualization of…
Descriptors: Game Based Learning, Educational Games, Video Games, Reflection
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Hasan Güler; Yunis Sahinkayasi; Hamide Sahinkayasi – African Educational Research Journal, 2023
This study aims to clearly describe how to design and develop a digital game with a concrete example for preschoolers to acquire Self-Care Skills (SCS). The study is in the model of design-based developmental research and includes such participants as subject-matter experts, practitioner teachers, and preschoolers in the development steps. RETRO…
Descriptors: Foreign Countries, Video Games, Preschool Children, Daily Living Skills
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Jin, Yang; Tiejun, Zhu – Education and Information Technologies, 2023
Metaverse is a digital world created by human beings according to the physical world. Its deep integration of virtual and real features has created a new opportunity for the innovative development of game teaching in art design courses in colleges and universities under the epidemic situation. In the field of art design, the investigation and…
Descriptors: Computer Simulation, Video Games, Art Education, Design
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González-Fernández, Alberto; Revuelta-Domínguez, Francisco-Ignacio; Fernández-Sánchez, María Rosa – Education Sciences, 2022
Gamification allows for the implementation of experiences that simulate the design of (video) games, giving individuals the opportunity to be the protagonists in them. Its inclusion in the educational environment responds to the need to adapt teaching-learning processes to the characteristics of homo videoludens, placing value once again on the…
Descriptors: Instructional Design, Game Based Learning, Literature Reviews, Video Games
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Yuchun Zhong; Luke Kutszik Fryer; Shiyue Zheng; Alex Shum; Samuel Kai Wah Chu – International Journal of Educational Technology in Higher Education, 2025
Esports or competitive video gaming has been increasingly utilized to enhance essential twenty-first century skills. However, there is limited evidence on the extent to which the skills acquired from a gaming environment can be transferred to other settings. This study employed an experimental design to investigate the effectiveness of a…
Descriptors: Video Games, Game Based Learning, 21st Century Skills, Communication Skills
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Huertas-Abril, Cristina A.; Muszynska, Barbara – ReCALL, 2023
This international replication study demonstrates how playing a video game is related to multiple dimensions of creativity in foreign language writing. In this research project, university students were asked to interact with a commercial murder mystery video game, "Her Story," and produce a piece of creative writing, which was a…
Descriptors: Video Games, English (Second Language), Second Language Learning, Creative Writing
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Pan, Yanjun; Ke, Fengfeng; Dai, Chih-Pu – Journal of Educational Computing Research, 2023
Although prior research has highlighted the significance of representations for mathematical learning, there is still a lack of research on how students use multimodal external representations (MERs) to solve mathematical tasks in digital game-based learning (DGBL) environments. This exploratory study was to examine the salient patterns problem…
Descriptors: Multimedia Instruction, Game Based Learning, Video Games, Mathematics Activities
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Merino-Campos, Carlos; del-Castillo, Héctor; Medina-Merodio, José-Amelio – Education and Information Technologies, 2023
Using commercial videogames as learning objects for the development of 21st century skills in secondary schools has been a relevant topic of study in recent years. But its use in the field of physical education is especially interesting considering its nature. The aim of this article is to explore how elements like technological competence,…
Descriptors: Video Games, Academic Achievement, Physical Education, 21st Century Skills
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
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Hao, Kuang-Chung – Interactive Learning Environments, 2023
This study designed a digital teaching game named Kitties' Magic Journey (KMJ). The principle of leveraging in the course of natural technology and life was used as the teaching subject. The game combined design items included animation, narrative story, fun and usability, which integrated ARCS learning motivation theory. The experimental group…
Descriptors: Video Games, Game Based Learning, Student Motivation, Animation
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Dixon, Daniel H.; Dixon, Tulay; Jordan, Eric – Language Learning & Technology, 2022
Studies on digital game-based language learning (DGBLL) have increased in numbers, creating a pool of studies that can be meta-analyzed to measure the overall effect of digital gaming on second language (L2) development. The current meta-analysis targets digital games that were available to the public at the time of data collection, January of…
Descriptors: Second Language Learning, Game Based Learning, Video Games, Meta Analysis
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Fan, Yue; Lane, H. Chad; Delialioglu, Ömer – Educational Technology & Society, 2022
Due in part to its flexibility and open design, the video game Minecraft has emerged as a popular tool for teaching and learning. Inspired by prior research showing the influence of problem-solving mindsets in physical settings, this study is an effort to understand the extent to which an open-ended task influences subsequent problem-solving…
Descriptors: Creativity, Game Based Learning, Video Games, Problem Solving
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Dai, Chih-Pu; Ke, Fengfeng; Pan, Yanjun – Educational Technology Research and Development, 2022
Narrative as a game design feature constantly yields mixed results for learning in the literature. The purpose of this exploratory mixed-methods case study was to examine design heuristics and implications governing the role of narratives in a digital game-based learning (DGBL) environment for math problem solving. We collected data via…
Descriptors: Problem Solving, Word Problems (Mathematics), Video Games, Game Based Learning
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Martinez, Léa; Gimenes, Manuel; Lambert, Eric – Journal of Educational Computing Research, 2022
Entertainment video games are very popular among young audiences. Nevertheless, despite their potential to improve cognitive functioning, they are still studied rarely as a tool for digital game-based learning. To better understand video gaming practices' value in the classroom, this article provides a systematic review of literature on the effect…
Descriptors: Video Games, Game Based Learning, Literature Reviews, Second Language Learning
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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
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