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Leitão, Rui; Maguire, Martin; Turner, Sarah; Arenas, Francisco; Guimarães, Laura – Environmental Education Research, 2022
Low levels of concern about anthropogenic climate change have been attributed to a range of factors, some of which relate to education. These include people's lack of understanding and engagement with the multifaceted nature and extent of the problem that it presents to current and future generations. Limited knowledge is also known to be an…
Descriptors: Oceanography, Environmental Education, Literature Reviews, Game Based Learning
Luo, Zhanni – Education and Information Technologies, 2022
Gamification refers to the use of game-design elements or mechanisms in non-game contexts to promote the expected behaviours. Though theoretically promising, empirical studies reported mixed results as to the effectiveness of gamification in educational practices. To understand this issue better, this author selected 44 articles on the topic of…
Descriptors: Game Based Learning, Program Effectiveness, Educational Games, Computer Games
Graham, Dakeyan C. – ProQuest LLC, 2022
Teacher perception has been demonstrated to be a key contributor to instructional practices within the classroom. As additional technologies become available to enhance and supplement instructional practices, game-based learning has emerged as an included component to classroom strategies for improved student achievement. With primary focus within…
Descriptors: Elementary School Teachers, Teacher Attitudes, Game Based Learning, English Instruction
Maharjan, Namita; Kuroda, Kyohei; Silwal, Gunjan; Toyama, Shigehiro; Ominato, Yoshihiro; Tsuchida, Yasuko; Araki, Nobuo; Yamaguchi, Takashi; Ichitsubo, Makoto – Journal of Technology and Science Education, 2022
Education on sustainable education (ESD) is gaining momentum to ensure that SDGs are met by 2030. The educational institutions have significant role in fostering ESD. However, there is lack of educational resources to be used for ESD. Particularly, teaching the concept of SDGs needs an attention grabbing and engaging approach and Design Based…
Descriptors: Design, Teaching Methods, Sustainable Development, Goal Orientation
Luo, Tian; Hickman, Catherine; Muljana, Pauline – Journal of Educational Multimedia and Hypermedia, 2022
Low mathematics scores in the U.S. have been pressing educators to find engaging strategies and effective tools to promote math performance. While emerging technologies, such as digital math games, show promises in improving mathematical education, existing studies have garnered mixed findings and thereby necessitating further investigation. This…
Descriptors: Game Based Learning, Mathematics Education, Student Attitudes, Video Games
Barman, Linda; Kjällander, Susanne – Designs for Learning, 2022
This article shows conditions for how an educational digital tool can open doors to an increasingly playful world -- and address some of the issues with introducing digital maths in early childhood education. Guided by a design-based research approach, the multimodal design of the educational app-based game DigiMat was iteratively created by a…
Descriptors: Play, Programming, Game Based Learning, Handheld Devices
Rüth, Marco; Birke, Adrian; Kaspar, Kai – British Journal of Educational Technology, 2022
Despite many known educational benefits of digital game-based learning, teaching with digital games is not yet a common practice in formal education. The role that digital game-based learning might play in future school teaching can be explored by examining the behavioral intentions of pre-service teachers as the ultimate gatekeepers. In this…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Preservice Teachers
Osman, Kamisah; Lay, Ah Nam – Interactive Learning Environments, 2022
Given that science and technology innovations are increasingly becoming important in the global economy market in the twenty-first century, many countries around the world put greater emphasis on producing students who have mastered knowledge of chemistry and who possess twenty-first century skills. However, chemistry is perceived as a difficult…
Descriptors: Educational Technology, 21st Century Skills, Skill Development, Knowledge Level
Gillespie, Bruce – Teaching & Learning Inquiry, 2022
Research shows that high levels of engagement help students learn more effectively, feel better about their learning, and improve retention rates. One reason why students report low engagement is a perceived disconnect between theory (what they learn in class) and practice (what happens in the outside world). This paper reports on the results of a…
Descriptors: Story Telling, Educational Technology, Game Based Learning, Learner Engagement
Gorman, Garry; McKelvey, Nigel; Dowling, Thomas C. – International Journal of Game-Based Learning, 2022
This paper describes a growth mind-set intervention with Junior Cycle Coding students in a disadvantaged school in Ireland. This intervention builds on the work of O'Rourke et al. (2016) and applies findings to a computer programming setting where gamification is used to incentivise growth mind-set behaviour in students learning to code. Data…
Descriptors: Game Based Learning, Coding, Computer Science Education, Disadvantaged Schools
von Leipzig, Tanja; Lutters, Eric; Hummel, Vera; Schutte, Cornè – International Journal of Game-Based Learning, 2022
Dynamic personalization of learning trajectories that integrate different perspectives and variable scenarios is a viable way to improve the effectiveness and efficiency of training and education. Serious games offer a designated platform for this, by aggregating learner interactions, and using these to dynamically configure, adjust and tailor the…
Descriptors: Educational Games, Game Based Learning, Individualized Instruction, Instructional Design
Mystakidis, Stylianos; Besharat, Jeries; Papantzikos, George; Christopoulos, Athanasios; Stylios, Chrysostomos; Agorgianitis, Spiros; Tselentis, Dimitrios – Education Sciences, 2022
Immersive virtual reality (VR) is a technology that can be effective for procedural skills training through game-based simulations such as serious games. The current study describes the instructional design, development, and evaluation of the FSCHOOL fire preparedness serious game in a cave automatic virtual environment (CAVE-VR) for elementary…
Descriptors: Curriculum Development, Curriculum Design, Curriculum Evaluation, Computer Simulation
Saleh, Alaa Mamoun; Ahmed Althaqafi, Abeer Sultan – SAGE Open, 2022
Vocabulary is an essential element of English language learning. There are many strategies, which teachers can use in teaching vocabulary, especially to young learners. One of these strategies is using educational games to teach vocabulary more effectively. The aim of this quasi-experimental study is to investigate the effect of using educational…
Descriptors: Foreign Countries, English (Second Language), Vocabulary Development, Educational Games
Rohmawaty, Enny; Rostikawati Husen, Ike; Vicahyani Utami, Novi; Berbudi, Afiat – Cogent Education, 2022
Developing innovation in medical education is a vital part of improving the learning outcomes. One such learning innovation in medical education is to learn using game as a tool. The Husenynov antihypertensive drug game (HAG) was developed as an innovation to assist the learning process for studying pharmacology. The study was conducted to compare…
Descriptors: Medical Students, Medical Education, Educational Games, Game Based Learning
Feliciano-Semidei, Ricela; Wu, Ke; Chaphalkar, Rachel M. – Journal of University Teaching and Learning Practice, 2022
This study developed a teaching module that incorporated the Monty Hall problem to introduce conditional probability in a college introductory statistics course. This teaching module integrated a guess -- experiment -- discussion approach with game-based instruction. The researchers piloted this module and made modifications. The work of 20…
Descriptors: Teaching Methods, Undergraduate Students, Statistics Education, Introductory Courses