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Fengfeng Ke; Chih-Pu Dai; Luke West – Journal of Computer Assisted Learning, 2024
Background: Game-based learning can frame problem-solving as a sense-making experience with domain-specific tasks for school students. However, multiple challenges arise when trying to support learners in such a complex, problem-oriented learning environment. Objectives and Methods: With an architecture-themed mathematics learning game, we…
Descriptors: Middle School Students, Student Experience, Mathematics Education, Game Based Learning
Zoltan Buzady; Agnes Wimmer; Anita Csesznak; Peter Szentesi – Interactive Learning Environments, 2024
The considerable proliferation of serious games (SG) in management education necessitates an academic foundation grounded in the concepts and practice of leadership, Flow, learning and development theory. Going beyond addressing the benefits of SG, this study is the first to demonstrate the successful use of SG in two areas: (a) teaching Flow…
Descriptors: Game Based Learning, Psychometrics, Leadership Qualities, Leadership Training
Luciano Bastos De Carvalho; José Dutra De Oliveira Neto – Accounting Education, 2023
New technologies shape the market by requiring hybrid skills for accounting professionals. Serious games may help to prepare students by cultivating these skills. However, an improper game application may disrupt students' skill development. A guide is necessary to avoid a disruptive scenario by making serious games a proper teaching methodology…
Descriptors: Game Based Learning, Accounting, Business Administration Education, Skill Development
Fábio Machuqueiro; João Piedade – Educational Media International, 2024
In recent years, modern board games (MBG) have attracted the attention of academics due to their innovative mechanics and mechanisms, which seem to facilitate the creation of spaces for the development of various aspects of computational thinking (CT). This article examines a number of MBG to identify those that contain CT-promoting mechanics. We…
Descriptors: Game Based Learning, Computation, Thinking Skills, Skill Development
Ernesto Pacheco-Velazquez; Virginia Rodés; David Salinas-Navarro – Journal of Technology and Science Education, 2024
This study investigates the impact of game-based learning (GBL), an increasingly popular educational approach, on the development of self-directed learning (SDL) skills in complex scenarios, particularly in undergraduate logistics education. A key component of the three year study is LOST (Logistics Education Simulator), a serious game platform,…
Descriptors: Skill Development, Game Based Learning, Undergraduate Students, Foreign Countries
Cheng Zhang – Interactive Learning Environments, 2024
Under the current information technology development and social interaction digitalization, China shows an increasing interest in the possibilities of digital solutions improving the effectiveness of pedagogical processes when forming and developing sports competencies and skills in football players. The present article is devoted to the study of…
Descriptors: Foreign Countries, Student Motivation, Student Interests, Team Sports
Vizcaíno, Aurora; García, Félix O.; Menéndez, Víctor Hugo; Manjavacas, Antonio; Márquez, Rubén; Molina, Marta – ACM Transactions on Computing Education, 2023
Project managers tend to confront multiple challenges in Global Software Development (GSD), including misunderstandings about the project requirements, complex estimations of costs, risks, and efforts, along with increases in task allocation and a lack of coordination. "Soft skills" play a fundamental role in solving these challenges, as…
Descriptors: Educational Games, Game Based Learning, Program Administration, Administrators
Zijing Hu – Educational Process: International Journal, 2024
Background/purpose: Game-based learning has received increased attention in health sciences education in the global north due to its effectiveness in achieving learning outcomes. The literature concurs that learning outcomes can be improved through appropriate pedagogical approaches. However, more studies need to focus on game-based learning in…
Descriptors: Game Based Learning, Health Sciences, Foreign Countries, Teaching Methods
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
Özdemir, Furkan – Acta Didactica Napocensia, 2022
The aim of this study is to examine pre-service mathematics teachers' views on reasoning, importance of reasoning in geometry and development of reasoning skills. The study was designed in the phenomenological (phenomenological) design, one of the qualitative research methods. The study group of the study was conducted on 61 pre-service teachers…
Descriptors: Preservice Teachers, Student Attitudes, Thinking Skills, Skill Development
Liu, Zhichun; Jeong, Allan C. – Educational Technology Research and Development, 2022
Prior studies on game-based learning provide limited and mixed results in the transfer of skills learned during game play to contexts outside of the game. This study tested the effects of playing a blocked-based programming educational game implemented with in-game cognitive supports on students' ability to learn and apply computational thinking…
Descriptors: Thinking Skills, Computation, Game Based Learning, Educational Games
Christos Papakostas – Teaching Theology & Religion, 2024
This paper discusses the potential of DGBL to facilitate transformation in the context of religious education, arguing for the fact that it is immersive, interactive, and experiential. The paper outlines how this could substantially provide a more engaging learning environment for students, develop critical thinking, and ensure effective learning…
Descriptors: Educational Technology, Game Based Learning, Religious Education, Learner Engagement
Yasemin Kahyaoglu Erdogmus; Adile Askim Kurt – Education and Information Technologies, 2024
This study investigated pedagogical agent (with/without) and feedback (explanatory/confirmatory) types on achievement, flow experience, and cognitive load in a digital game-based learning environment. We developed a game about spreadsheets and prepared four versions of the game in the context of pedagogical agent and feedback types. Through the…
Descriptors: Cognitive Processes, Difficulty Level, Skill Development, Game Based Learning
Amani Qashmer; Jehad Al-Anati; Manal Dawoud; Mais Al-Nasa'h; Safa Al-Ali – Journal of Social Studies Education Research, 2024
Recently, numerous training programs have been proposed to enhance children's creative abilities. This study aimed to examine the impact of a SCAMPER-based training program on developing creative thinking among kindergartners in Jordan. The intervention is expected to provide evidence that could serve as a foundation for fostering creative…
Descriptors: Foreign Countries, Kindergarten, Young Children, Program Effectiveness
Karen Schrier; Anne Zahradnik; David Shaenfield – Journal of Management Education, 2024
How can educators use games and playful interactions to enhance the practice of skills related to leadership and management? Effective leadership involves a number of skills, such as strategic thinking, perspective-taking, critical thinking, ethical thinking, resource management, and reflection on one's biases. In this article, we will review how…
Descriptors: Leadership Training, Educational Innovation, Game Based Learning, Teaching Methods