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Videnovik, Maja; Vold, Tone; Kiønig, Linda; Madevska Bogdanova, Ana; Trajkovik, Vladimir – International Journal of STEM Education, 2023
Using games in education has the potential to increase students' motivation and engagement in the learning process, gathering long-lasting practical knowledge. Expanding interest in implementing a game-based approach in computer science education highlights the need for a comprehensive overview of the literature research. This scoping review aims…
Descriptors: Game Based Learning, Computer Science Education, Literature Reviews, Curriculum Implementation
de Vero, Ivo; Barr, Matthew – International Journal of Game-Based Learning, 2023
Designing an intervention that can effectively develop critical thinking skills is challenging because of the problems of transfer and domain specificity. The authors describe the design and development of a text-based game that could teach players important critical thinking skills in the domain of history. This was achieved by combining Schon's…
Descriptors: History Instruction, Game Based Learning, Critical Thinking, Thinking Skills
Grobelina, Iwona; Mazurkiewicz, Malgorzata; Janus, Damian – Informatics in Education, 2023
Background: Petri nets are a formal specification technique for modelling of control processes and modern flexible manufacturing systems. Interpreted Petri nets take into account input and output signals, allowing to apply them in any control system or even in control part of a cyber-physical system. Due to the fact that Petri nets are not used in…
Descriptors: Game Based Learning, Video Games, College Students, Student Attitudes
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
Ilbeigi, Mohammad; Bairaktarova, Diana; Morteza, Azita – Journal of Civil Engineering Education, 2023
The long history of experiential learning in construction engineering shows the significant potential of cognitive development through direct experience. Recent advancements in gamification, especially digital serious games, can help educators develop novel pedagogical strategies to promote active and experiential learning in controlled settings.…
Descriptors: Gamification, Experiential Learning, Construction Industry, Engineering Education
Wang, Ding-Chau; Huang, Yong-Ming – Educational Technology Research and Development, 2023
Competition in digital game-based learning (DGBL) is tantamount to a double-edged sword, because it not only improves students' learning performance, but may also cause them psychological stress. Therefore, researchers focus on collaboration, for it can mitigate the negative effect of competition. However, studies on the correlations among…
Descriptors: Game Based Learning, Cooperation, Competition, Correlation
Stewart, Nicole K.; Smith, Richard – Communication Teacher, 2023
Courses: Communication Theory, Information Society, Digital Cultures. Objectives: Students will demonstrate an ability to use mobile technologies, understand gaming cultures, and explore how everyday gaming connects to mobile issues.
Descriptors: Video Games, Electronic Learning, Distance Education, Game Based Learning
Elina Jääskä; Jaakko Kujala; Kirsi Aaltonen – Cogent Education, 2023
The earned value management (EVM) is a project management method for monitoring and controlling project expenditure and progress. Teaching EVM is challenging as the method may appear theoretical, mathematical, and disconnected from the uncertainty of real-life projects. Educational games have been suggested as one method to influence students'…
Descriptors: Game Based Learning, Program Administration, Program Effectiveness, Educational Games
Hans G. K. Hummel; Aad Slootmaker; Jeroen Storm – Interactive Learning Environments, 2023
Entrepreneurship is crucial for economic growth and employment, but conventional didactical approaches appear ineffective. Effective approaches should include experiential learning from real problems. The serious game under study was developed in the context of entrepreneurship training for construction workers (at European Quality Framework…
Descriptors: Educational Games, Entrepreneurship, Construction Industry, Instructional Design
Robertson, Wendy M. – Journal of Geoscience Education, 2022
Understanding the global water cycle is fundamental to Earth systems literacy and fostering an informed citizenry; however, students often struggle with terminology, the role of key processes, and estimating the physical and temporal scales, leaving knowledge gaps that impair comprehension. The Hydrologic Cycle Game is a pedagogical tool for…
Descriptors: Learner Engagement, Comprehension, Water, Game Based Learning
Fencl, Matthew – Strategies: A Journal for Physical and Sport Educators, 2022
U.S. public schools are continually becoming more diverse, and the need for teachers to develop culturally sensitive learners who exhibit responsible personal and social behavior is now as important as ever. As children often enjoy socializing and learning through physical activity, the physical education classroom is an opportune location to…
Descriptors: Multicultural Education, Game Based Learning, Physical Education, Foreign Countries
Ho, Jana Chi-San; Hung, Yu-Sheng; Kwan, Letty Y.-Y. – Education and Information Technologies, 2022
This study is a meta-analytical study that examines the effectiveness of gamification in learning performance in educational settings (n = 29; year-span = 2011-2019). Specifically, it aimed to investigate (a) whether gamification could improve learning performance, and (b) whether peer interaction (i.e., peer competition and peer collaboration)…
Descriptors: Peer Relationship, Competition, Game Based Learning, Instructional Effectiveness
Adams, Samantha P.; Du Preez, Ronel – Technology, Knowledge and Learning, 2022
The application of gamification for educational purposes has been widely reported with mixed results. Successful application, in most cases, is subjective and failures or mistakes are often downplayed when in reality, there is much to be learnt from these (failed) attempts. Despite the unique nature of each context and target audience,…
Descriptors: Learner Engagement, Game Based Learning, Learning Activities, Instructional Effectiveness
Nadi-Ravandi, Somayyeh; Batooli, Zahra – Education and Information Technologies, 2022
This study seeks scientometric, content and co-occurrence analysis of systematic review and Meta-analysis articles in the field of gamification in education. In terms of "purpose," this is an applied study and regarding "type," it is a scientometric and co-occurrence analysis. The researchers conducted a search in WoS, Scopus…
Descriptors: Game Based Learning, Electronic Learning, Student Motivation, Learner Engagement
Hale, Jon; Nelson, Andy – School Science Review, 2022
Plant identification is a skill that takes years to hone and develop, yet it is important in understanding diversity in biology while in school. This is highlighted when studying ecological succession in A-level biology where students are often unable to notice the different species, which leads to the production of poor-quality data, potentially…
Descriptors: Game Based Learning, Ecology, Surveys, Biology