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Elisabeth Gee; Kelly M. Tran; Priyanka Parekh – International Journal of Designs for Learning, 2020
This design case describes the development of three analog games intended to introduce middle school-age girls to core computer science (CS) concepts. We describe the learning objectives, game mechanics, and narrative elements of each game, and some key problems and decisions that we confronted during the design process. Our design process was…
Descriptors: Games, Design, Females, Learner Engagement
Watson-Huggins, Janice; Trotman, Sandra – Quarterly Review of Distance Education, 2019
This article discusses a quantitative study, gamification and motivation to learn math using technology which focused on gathering information to answer the questions "Can gamification motivate students toward learning mathematics?" Gamification, a method used to describe the use of game-based mechanics in nongame contexts, can influence…
Descriptors: Mathematics Instruction, Educational Technology, Technology Uses in Education, Game Based Learning
Ryu, Dongwan; Jeong, Jiwon – Journal of Educational Computing Research, 2019
With the help of digital media and networking technologies, today's learners are increasingly participating in the consuming, producing, and disseminating of new meanings in various modes such as text, image, sound, video, or all together--particularly in online communities--forming new identities as knowledge producers. By using online…
Descriptors: Electronic Learning, Ethnography, Video Games, Play
Coskun, Zeynep Nesrin; Adiguzel, Tufan; Çatak, Guven – World Journal on Educational Technology: Current Issues, 2019
The aim of the study was to validate a prototype of a game-based educational tool for improving auscultation skills. The tool was presented to 12 medical school students studying at a foundation university. The data collection tools of the study were: Cardiac sound identification form, educational tool evaluation form and auscultation survey form.…
Descriptors: Teaching Methods, Educational Games, Game Based Learning, Educational Technology
Chartofili, Anna; Fokides, Emmanuel – Open Journal for Educational Research, 2019
The study presents the preliminary results of a project having as an overall objective to examine whether digital games have an impact on teenagers' cultural identity formation. Having completed the first stage, the results regarding digital games' impact on knowledge about local history are reported. Thirty high-school students from the island of…
Descriptors: Local History, Game Based Learning, Computer Games, High School Students
McNamara, Jennifer; Bent, Margaret; Grace, Paul – Journal of Applied Testing Technology, 2019
Certification is often viewed to promote lifelong professional development. Industry accreditation agencies include standards for the Maintenance of Certification (MOC) that emphasize the measurement or promotion of continued competency throughout an individual's professional career. In 2013, NBCOT partnered with BreakAway Games to create the…
Descriptors: Computer Simulation, Game Based Learning, Certification, Mandatory Continuing Education
Pitoyo, Muhammad Dafit; Sumardi; Asib, Abdul – International Online Journal of Education and Teaching, 2019
Test anxiety always makes students afraid of doing the test because they probably think that they will fail. To overcome the problem, the teacher then used gamification based assessment. Furthermore, the study investigates the category of students test anxiety, students' attitudes toward Quizizz and the students' preference toward the elements of…
Descriptors: Test Anxiety, Computer Oriented Programs, Educational Games, Game Based Learning
An, Brian; Brown, Donald; Guerlain, Stephanie – IEEE Transactions on Learning Technologies, 2019
Despite the growth in the use of serious games to train and evaluate cross-cultural competence, few studies have examined the content and dialogue development methods associated with these training systems. This study presents a framework for generating content for serious games targeting culturally appropriate communication and an evaluation of a…
Descriptors: Educational Games, Game Based Learning, Intercultural Communication, Cultural Awareness
Hosseini, Hadi; Hartt, Maxwell; Mostafapour, Mehrnaz – ACM Transactions on Computing Education, 2019
Game-based learning has received significant attention in educational pedagogy as an effective way of increasing student motivation and engagement. The majority of the work in this area has been focused on digital games or games involving technology. We focus on the use of traditional game design in improving student engagement and perception of…
Descriptors: Game Based Learning, Computer Science Education, Learner Engagement, Higher Education
Rasti-Behbahani, Amin; Shahbazi, Maryam – Computer Assisted Language Learning, 2022
This study investigates the probable effect of a digital game-based vocabulary learning (DGBVL) task on the acquisition of some components of a word knowledge framework. In so doing, 124 Persian speakers (56 males and 68 females) were randomly assigned to either a control or an experimental group. The experimental group participants completed a…
Descriptors: Computer Games, Game Based Learning, Comparative Analysis, Task Analysis
van Putten, Sonja; Blom, Nicolaas; van Coller, Angelique – International Journal of Mathematical Education in Science and Technology, 2022
This study investigated the developmental influence of collaborative games, in the form of game-based worksheets, on the performance and attitudes of sixth-graders in the mathematics classroom. It is posited that games have the potential to enhance learning through positive emotional experiences. Non-digital game-based learning methodologies are…
Descriptors: Grade 6, Cooperative Learning, Mathematics Instruction, Game Based Learning
Senkbeil, Karsten; Martin, Gillian; O'Rourke, Breffni – Research-publishing.net, 2022
This paper discusses the potential of immersing foreign language learners in Social Virtual Reality (SVR) in an international seminar, designed by the authors, called SpEakWise VR, combining the tandem language learning paradigm with gamification in immersive virtual environments. SpEakWise VR builds on an existing telecollaboration (SpEakWise)…
Descriptors: German, English (Second Language), Second Language Learning, Second Language Instruction
Elisabetta M. Cigognini; Andrea Nardi – European Journal of Open, Distance and E-Learning, 2024
This study aims to explore the educational potential of Minecraft as a learning environment that supports active teaching methods, especially in remote contexts. It presents the experience of remote laboratory teaching within the MineClass project conducted from 2018 to 2021, addressing the challenges posed by the reduction of in-person and online…
Descriptors: Video Games, Game Based Learning, Technology Uses in Education, COVID-19
Lay, Alexandra; Patton, Elizabeth; Chalhoub-Deville, Micheline – Language Testing in Asia, 2017
Dynamic assessments in general, and game-based assessment (GBA) specifically, compel us to rethink prevailing language testing conceptualizations of context. Context has traditionally been portrayed with a cognitive orientation, which focuses on static abilities, ignores complex interactions, devalues the role of tasks in determining scores, and…
Descriptors: Alternative Assessment, Game Based Learning, Evaluation Methods, Language Tests
Beomkyu Choi – ProQuest LLC, 2017
The goal of this dissertation was to document and analyze ways in which a game can be a valid and useful assessment of teachers' competency for the wise integration of technology in the classroom. Using concepts from ecological psychology and situated cognition, this study analyzed card and board games as measures of the situative and interactive…
Descriptors: Game Based Learning, Educational Technology, Technology Integration, Teacher Competencies