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Showing 1 to 15 of 16 results Save | Export
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Stamatios Papadakis; Turgut Karakose – Educational Process: International Journal, 2025
Background/Purpose: This study explores the relationship between gamification and student achievement, and provides a brief overview of how gamification can be used more effectively to enhance student learning. The study also addresses the potential opportunities and limitations of using gamification in education. Practical implications: Research…
Descriptors: Gamification, Game Based Learning, Academic Achievement, Educational Environment
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Joe Lasley; Antonio Ruiz-Ezquerro; Amanda Giampetro – New Directions for Student Leadership, 2025
This article explores the transformative potential of "Dungeons & Dragons (D&D)" in leadership learning, tracing the game's evolution from the 1980s satanic panic to its current mainstream popularity. We highlight practical applications in educational settings and address critiques related to game mechanics and historical biases.…
Descriptors: Popular Culture, Games, Role Playing, Game Based Learning
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Thalles Henrique Faria de Souza; Eduardo Figueiredo Peloso; Gabriel Gerber Hornink – Biochemistry and Molecular Biology Education, 2025
Understanding ATP formation is essential for learning metabolism and is central to grasping metabolic processes as a whole. However, due to the high level of abstraction, the number of intermediate substrates, the connections, and integrated regulation, its comprehension often poses a challenge. This and the fact that traditional teaching methods…
Descriptors: Educational Games, Game Based Learning, Biochemistry, Science Instruction
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Junjie Gavin Wu; Danyang Zhang; Sangmin-Michelle Lee; Junhua Xian – International Journal of Computer-Assisted Language Learning and Teaching, 2025
Digital games have become an important educational tool for learning and teaching. The development of such games has advanced from 2D, desktop-based technologies to 3D, augmented reality (AR) / virtual reality (VR)-based technologies. Yet digital game-based language learning (DGBLL) with AR/VR has only recently started to be investigated, owing to…
Descriptors: Video Games, Computer Simulation, Second Language Learning, Game Based Learning
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James Russo; Toby Russo – Mathematics Teacher Education and Development, 2025
Mathematical games are widely used in primary school classrooms, yet the activities that are labelled as "games" vary considerably in their structure, cognitive demands, and potential to support student reasoning. This conceptual paper offers a typology that distinguishes between pseudo-games, superficial games, gamification, and…
Descriptors: Mathematics Education, Elementary School Mathematics, Gamification, Game Based Learning
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Miguel Sicart – American Journal of Play, 2025
To Brian Sutton-Smith's catalogue of seven play rhetorics in his influential work, "The Ambiguity of Play," the author adds an eighth category--the rhetoric of computational play, connecting the research field of game studies with other forms of play studies. By proposing this rhetoric, Sicart seeks to consolidate the relation between…
Descriptors: Play, Game Based Learning, Computer Games, Corporations
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Jewoong Moon; Unggi Lee; Junbo Koh; Yeil Jeong; Yunseo Lee; Gyuri Byun; Jieun Lim – Technology, Knowledge and Learning, 2025
This paper reviews the role of Generative Artificial Intelligence (GenAI) in transforming the landscape of educational game design. The recent rise and development of GenAI have expanded its applications in creating dynamic and interactive game systems. This review explores the potential of GenAI to craft personalized educational game designs that…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Instructional Design
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José Nunes da Silva Júnior; Maria do Socorro Caldas Teotônio; Maria Elenir Nobre Pinho Ribeiro; Jeanny da Silva Maciel; Alda Karine Medeiros Holanda; Francisca Gleyciara Cavalcante Pinheiro; Maria Clara de Oliveira Alexandre; David Salviano de Oliveira; Antonio Jose´ Melo Leite Junior – Journal of Chemical Education, 2025
This article describes the design, implementation, and evaluation of the gamification of laboratory activities in a General Chemistry course at the Federal University of Ceará in Brazil. In the gamified laboratory, seven experiments traditionally performed in the course were transformed into ten missions, incorporating game elements such as…
Descriptors: Gamification, Science Laboratories, Chemistry, Science Experiments
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Pi-Sui Hsu; Reva Freedman; Dean LaBarbera; Ben Kluga; Rui Zhang; Crystal Berrios; Sharda Sharma – International Journal of Designs for Learning, 2025
This design case details the ten-year (2014-present) iterative process to design and develop a graph-based computer-assisted program to support middle school students' development of collaborative argumentation. We begin by describing the first two iterations of the design and discuss how we learned from the process failures. This paper focuses on…
Descriptors: Program Development, Middle School Students, Cooperation, Persuasive Discourse
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Amir Rastpour; Abraham Amini – Journal of Statistics and Data Science Education, 2025
We develop a spreadsheet-based game to illustrate fundamental statistical concepts in the first class of an undergraduate Statistics course to motivate students about the topics that they will learn in upcoming classes. This game has been implemented by Google Forms and Google Sheets and can be played in both online and in-person classes of small…
Descriptors: Game Based Learning, Mathematical Concepts, Statistics, Spreadsheets
Y. Vijaya Lakshmi; Ishfaq Majid – Online Submission, 2025
Games play a very important role in promoting incidental learning and help in exploring both the conscious and subconscious processes such as insight of a learner. Digital Game-Based Learning and assessments are now an integral part of educational practices. When designed effectively digital games can take the learners from the stage of…
Descriptors: Game Based Learning, Computer Games, Teaching Methods, Thinking Skills
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Chris A. Rasmussen – American Journal of Play, 2025
The author discusses how social scientists and psychologists in the late 1960s and early 1970s devised the board games Ghetto, Blacks & Whites, and El Barrio to teach students in college and high school about racism, racial segregation, and poverty in American society. But, he also argues, these games assumed that poor Black and Latino…
Descriptors: Educational Games, Racism, Racial Segregation, Poverty
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Kaylee Laub; Earl Aguilera – American Journal of Play, 2025
The authors argue that playable fictions and analog game design can be an effective way to engage students in discussions about climate change and related scientific areas of exploration. They offer the example of a middle school climate science education unit grounded in the design, analysis, and play of board games and card games based on a…
Descriptors: Middle School Students, Grade 8, Climate, Science Education
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Omid Noroozi – International Journal of Technology in Education, 2025
The world currently grapples with ambiguity and uncertainty, facing ongoing challenges that span various aspects of life, from economic fluctuations and political instability to environmental crises and technological advancements. Confronting such ambiguity and uncertainty highlights the critical importance of equipping learners with…
Descriptors: Transformative Learning, Technology Uses in Education, Scaffolding (Teaching Technique), Computer Games
Burçak Çagla Garipagaoglu, Editor – Peter Lang Publishing Group, 2025
Amid climate change, digital transformation, global warming, economic recessions, and rising geopolitical tensions, K-12 and higher education are undergoing a profound transformation. All these remarkable and unsettling changes, along with groundbreaking advancements over the past decade, will undoubtedly impact students' learning trajectories and…
Descriptors: Educational Change, Models, Elementary Secondary Education, Higher Education
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