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Showing 1 to 15 of 210 results Save | Export
Garrison Akira Wells – ProQuest LLC, 2024
Misinformation is one society's most pressing issues, spreading division and chaos across the globe. Videogames have become one of the more promising mediums for misinformation interventions, teaching players common falsehood indicators and helping them develop their discernment abilities. This thesis details the design, playtesting, and…
Descriptors: Misinformation, Educational Games, Video Games, Intervention
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Udeozor, Chioma; Russo-Abegão, Fernando; Glassey, Jarka – International Journal of Educational Technology in Higher Education, 2023
Digital games are considered relevant in higher education due to their ability to foster authentic, active and experiential learning opportunities that are of importance in engineering education. However, as a relatively new pedagogical tool, there is the need to understand the perceptions of engineering students as well as to identify factors…
Descriptors: Engineering Education, Video Games, Game Based Learning, College Students
David-Ojumu, Omobolaji – ProQuest LLC, 2022
As content creation becomes more accessible and social through gaming, defying hardware barriers, not deterred by software interfaces, moving gaming into the cloud has made it a massive multiplier for players to explore their literacies and creativity without the clutter of the physical space. Videogaming's popularity has sparked controversy,…
Descriptors: Ethnography, Case Studies, Video Games, Learner Engagement
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Danilo Freitas Rangel; Juliano Silva Lima; Eduardo Freitas Nobre Da Silva; Keltony de Aquino Ferreira; Leonardo Lopes Costa – Journal of Biological Education, 2024
It is essential that concepts surrounding species interactions and their importance for biodiversity conservation are widely taught and understood. Incorporating playfulness into ecological education initiatives can attract more interest in these aspects of ecology. Over the last three decades Pokémon has engaged with millions of people by…
Descriptors: Video Games, Creative Teaching, Ecology, Biodiversity
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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
Amy S. Smith – ProQuest LLC, 2023
This qualitative study explored high school students' engagement with a unit where video games and video game materials were incorporated into an English Language Arts classroom. Over several weeks, students engaged with video game content and composed their own video games using the free online platform, Scratch. The purpose of the study was to…
Descriptors: Video Games, High School Students, Language Arts, Technology Uses in Education
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Natalie V. Hudson-Smith; Wilanyi Alvarez-Reyes; Xiaoxiao Yao; Jiayi He; Rebeca Sarahi Rodriguez; Stephanie Mitchell; Mahmoud Matar Abed; Eleni Spanolios; Miriam O. P. Krause; Christy L. Haynes – Journal of Chemical Education, 2023
Video games and immersive, narrative experiences are often called upon to help students understand difficult scientific concepts, such as sense of scale. However, the development of educational video games requires expertise and, frequently, a sizable budget. Here, we report on the use of an interactive text-style video game, NanoAdventure, to…
Descriptors: Educational Games, Video Games, Chemistry, Science Education
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Fatma Gizem Karaoglan Yilmaz; Ramazan Yilmaz – Journal of Psychologists and Counsellors in Schools, 2024
Today, due to the increasing interest in hybrid education environments and technology integration into the course, mobile devices have started to be used in face-to-face classroom lessons. In addition to the many advantages of using mobile devices in the classroom, it also leads to some undesirable situations. One is related to developing…
Descriptors: Video Games, Addictive Behavior, Student Motivation, Learner Engagement
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Bárbara Mariana Gutiérrez-Pérez; María Teresa Silva-Fernández; Sara Serrate González – Educational Media International, 2024
The aim of this paper is to describe and analyze the process of co-creation and evaluation of an educational video game application called "Natur-Kingdom," developed within the framework of the NaturTEC-Kids Living Lab with the active participation of children and adolescents. This article aims to demonstrate how the integration of end…
Descriptors: Video Games, Educational Technology, Learner Engagement, Children
Maryan Al-Houssein – ProQuest LLC, 2024
This case study investigated middle school students' perceptions of digital game-based learning (DGBL) in the classroom, focusing on engagement, motivation, and academic achievement. Using Piaget's (1962) Constructivist Learning Theory as a framework, the research examined the influence of interactive digital games on students' educational…
Descriptors: Middle School Students, Student Attitudes, Game Based Learning, Video Games
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Breien, Fredrik S.; Wasson, Barbara – British Journal of Educational Technology, 2021
Previous research shows that digital game-based learning (DGBL) can have positive effects on engagement, motivation and learning, and that using narratives may reinforce these effects. A systematic review identified 15 DGBL systems that report effects from their use of narratives. A gap in the field, however, is the lack of a common model to…
Descriptors: Game Based Learning, Learner Engagement, Student Motivation, Literature Reviews
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Shernoff, David J. – AERA Online Paper Repository, 2023
In this paper, we report the results of a 3-year, quasi-experimental study comparing students' engagement and deep learning of course materials between students who took an undergraduate engineering course that used a video game approach to a control group. The video game, EduTorcs, provided challenges in which students devised control algorithms…
Descriptors: Learner Engagement, Undergraduate Students, Engineering Education, Video Games
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Jessica van Horssen; Zoë Moreton; Gaspard Pelurson – Journal of Learning Development in Higher Education, 2023
This paper explores how video games can enhance learning in the higher education Humanities classroom through play and critical discussions. Through the observation of two case studies, it aims to highlight important concepts and considerations and serve as a platform for future research and debate. The first case study utilised Sid Meier's…
Descriptors: Video Games, Technology Uses in Education, Higher Education, Case Studies
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Feltrero, Roberto; Hernando, Saeta; Ionescu, Adina – American Journal of Distance Education, 2023
Digital interactive games are more than tools for entertainment and can be used as learning and training environments. This approach is giving rise to what is known as serious games. "YouVerify!" European project has developed a serious game called "BotBusters" to help young people cultivate the know-how to identify manipulated…
Descriptors: Electronic Learning, Learning Strategies, Media Literacy, Learner Engagement
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Sanchez, Diana R.; Nelson, Tristan; Kraiger, Kurt; Weiner, Erik; Lu, Yucheng; Schnall, Jasmine – International Journal of Training and Development, 2022
Game-based training research has produced various definitions and measures for learner motivation. Inconsistent findings on learner motivation may have contributed to the misapplication of one type of motivation to explain another; inhibiting future research and generating false implications. This study compared 172 students in game-based or…
Descriptors: Student Motivation, Game Based Learning, Video Games, French
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