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Ratnasari, Wiwit; Chou, Tzu-Chuan; Huang, Chen-Hao – Educational Technology & Society, 2023
The digital revolution has heavily influenced digital game-based learning, yet as the revolution progresses, the conception of such learning has shifted along with the increasing complexity of the digital environment. Our study thus aims to identify research standing at this important juncture and to explain the shift in digital game-based…
Descriptors: Educational Research, Citation Analysis, Network Analysis, Game Based Learning
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Ersen, Zeynep Bahar; Ergül, Ebru – International Journal of Contemporary Educational Research, 2022
Teaching mathematics through games is one of the most preferred methods in mathematics education today, just as it was in the past. For this reason, studies discussing the concepts of mathematics education and games are proceeding with increasing momentum. In this study, research studies conducted between 2017-2021 on games and mathematics…
Descriptors: Game Based Learning, Mathematics Education, Literature Reviews, Mathematics Instruction
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Zhitian Skylor Zhang; Martina Seemann; Richard Joos; Markus Suren; Helge Fischer; Mathias Hofmann – Journal of Creative Behavior, 2025
Given the increasing emphasis on game-based approaches (GBAs) and the critical importance of cultivating creativity, there is an urgent need for a comprehensive examination of this emerging interdisciplinary field. The present study employs a scoping review methodology to provide an overview of the existing research that utilized GBAs as a means…
Descriptors: Creativity, Teaching Methods, Game Based Learning, Interdisciplinary Approach
Aaron Howard Pomeranz – ProQuest LLC, 2024
Struggling math students often have difficulty developing a sense of self-efficacy and intrinsic motivation to learn math, which has been found to predict future math achievement (Pitsia et al., 2017). Conventional methods of math instruction and assessment may provoke elevated levels of math anxiety for many students, which has been found to…
Descriptors: Grade 5, Mathematics Education, Mathematics Achievement, Mathematics Anxiety
Ward, Sean – ProQuest LLC, 2022
Video games have become a popular and accepted part of digital culture and are becoming more accepted as an engaging instructional tool in schools. Integration of games can help develop students' intrinsic motivation for learning and are a great way for teachers to incorporate student interests and make connections to the curriculum. Classroom…
Descriptors: Game Based Learning, Elementary Secondary Education, Video Games, Use Studies
Willis, Judy; Willis, Malana – ASCD, 2020
Thanks to unprecedented advances in brain science, we know more about the brain today than ever before. But what does that science tell us about how we learn? How can we capture the power of neuroscience research so that it benefits our students? Judy Willis and Malana Willis answer these questions with clarity and insight, translating recent…
Descriptors: Learning Strategies, Neurosciences, Brain, Elementary Secondary Education
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Lee, Yoonhee N.; Zhu, Meina – Computers in the Schools, 2022
Digital Game Based Learning (DGBL) was considered as an effective way to engage learners and enhance learning performance. This case study demonstrates a design case that uses DGBL to support writing practices using student-centered pedagogy in K-12 education. Minecraft is used as a tool of transferring students' imagination and abstract design to…
Descriptors: Video Technology, Computer Games, Game Based Learning, Learner Engagement
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Amr M. Mohamed; Tahany S. Shaaban; Hassen Alazhar Jmaiel – Journal of Attention Disorders, 2024
Objective: The purpose of this study was to examine the perspectives of English as a Foreign Language Special Education teachers (EFLSE) regarding game-based learning approaches for addressing behavioral disorders in ADHD patients. Method: The study involved a sample (n = 131) of EFLSE teachers who completed a questionnaire to determine how…
Descriptors: Special Education Teachers, English (Second Language), Teacher Attitudes, Game Based Learning
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López-Serrano, Sebastián; Ruiz-Ariza, Alberto; De La Torre-Cruz, Manuel; Martínez-López, Emilio J. – South African Journal of Education, 2021
Recent studies and reviews have shown the positive effects of exergames (EXs) on physical activity (PA) and fitness in children and adolescents. Nevertheless, their effects on cognition have been scarcely explored, and no previous review has focussed on this relationship. The purpose of the research reported on here was to analyse the acute and…
Descriptors: Children, Adolescents, Game Based Learning, Video Games
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Fernandez-Rio, Javier; de las Heras, Esteban; González, Tristan; Trillo, Vanessa; Palomares, Jorge – Physical Education and Sport Pedagogy, 2020
Background: A novel pedagogical approach that is becoming increasingly popular in educational contexts is called Gamification. To our knowledge, empirical research on its effectiveness in education is scarse, and almost absent in physical education. Purpose: The goal was to explore how Gamification can be used in physical education, and what…
Descriptors: Teaching Methods, Game Based Learning, Educational Games, Physical Education
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Hobbs, Laura; Hartley, Calum; Bentley, Sophie; Bibby, Jordan; Bowden, Lauren; Hartley, Jackie; Stevens, Carly – Educational & Child Psychology, 2020
Aims: To gain practice-based insights, we evaluated outcomes from a science-themed Minecraft Club for children with Special Educational Needs over a four-year period. Science topics were introduced, followed by themed building in Minecraft in a multi-player setting. Particular focus was placed on the benefits of playing a shared-interest game in a…
Descriptors: Extracurricular Activities, Special Needs Students, Special Education, Game Based Learning
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Haas, Leslie, Ed.; Tussey, Jill, Ed. – IGI Global, 2021
The idea of storytelling goes beyond the borders of language, culture, or traditional education, and has historically been a tie that bonds families, communities, and nations. Digital storytelling offers opportunities for authentic academic and non-academic literacy learning across a multitude of genres. It is easily accessible to most members of…
Descriptors: Story Telling, Elementary Secondary Education, Popular Culture, Video Games
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Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2022
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. The "EdMedia + Innovate Learning" conference took place in New York,…
Descriptors: Educational Technology, Flipped Classroom, Online Courses, Student Projects
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Rafferty, Anna N., Ed.; Whitehill, Jacob, Ed.; Romero, Cristobal, Ed.; Cavalli-Sforza, Violetta, Ed. – International Educational Data Mining Society, 2020
The 13th iteration of the International Conference on Educational Data Mining (EDM 2020) was originally arranged to take place in Ifrane, Morocco. Due to the SARS-CoV-2 (coronavirus) epidemic, EDM 2020, as well as most other academic conferences in 2020, had to be changed to a purely online format. To facilitate efficient transmission of…
Descriptors: Educational Improvement, Teaching Methods, Information Retrieval, Data Processing