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Clemens Drieschner; Ferdinand Xiong; Florian Bajraktari; Matthias C. Utesch; Jorg Weking; Helmut Krcmar – IEEE Transactions on Learning Technologies, 2025
The growing demand for sustainable products and services has led to the emergence of a range of entrepreneurial opportunities for innovative business solutions. These new opportunities require novel entrepreneurial skills to design, grow, and maintain sustainable businesses. However, existing educational games do not address the specific skills…
Descriptors: High School Students, Game Based Learning, Games, Entrepreneurship
Marina Martínez-Carmona; G. Enrique Ayuso Fernández; Manuel Fernández-Díaz; Francisco Serrano-García; Antonia Plaza Griñán – Biochemistry and Molecular Biology Education, 2025
Knowledge about genetics is essential to build a society capable of participating in socioscientific and ethical debates. However, this subject remains difficult for students, making it necessary to develop new educational strategies, such as gamification. Thus, two main objectives are established in this work: (a) to design and evaluate…
Descriptors: Genetics, Science Instruction, Gamification, Game Based Learning
Senad Orhani; Kyvete Shatri – Educational Process: International Journal, 2025
Background/purpose: In the modernized society with advanced technology, as education becomes increasingly dependent on information technology, there is a need to prepare the next generation of students with a wide variety of skills and abilities necessary for future scientific careers. Modern educational challenges include the task of engaging…
Descriptors: Computer Games, Technology Uses in Education, Game Based Learning, Student Motivation
Andrej Jerman Blažic; Borka Jerman Blažic – Education and Information Technologies, 2025
This paper presents a new developed methodology for teaching and learning subjects that although are very important in the modern digital society are neglected in high school education programs: cybersecurity and cyber safety. A Study among the EU high schools in 2021-2022 revealed that computer science teachers are not regularly upgrading their…
Descriptors: Computer Security, Technology Education, Computer Science Education, Electronic Learning
Madeline Quasebarth; Jessica Wilks; Yul Ailea Stites; Sophie Knifton; Vanya Manthena; Robin Michelle Cogdell; Mason Arrington; Patrick Jagoda – American Journal of Play, 2025
The authors describe Hexacago Health Academy (HHA) 2.0, a five-year summer intervention designed to increase interest in science, technology, engineering, and mathematics (STEM) among mostly Black high school students in Chicago. The program features public health fundamentals and game design using principles of systems thinking, social-cognitive…
Descriptors: STEM Education, Summer Programs, High School Students, Games
Suparman; Dadang Juandi; Turmudi – Mathematics Teaching Research Journal, 2025
Mathematics achievement of Indonesian students has not been relatively optimal whereby most of the students still have low mathematics achievement. Hence, the present study develops and produces a digital game called Ucing Sumput that is valid, practical, and effective in enhancing the mathematics achievement of Indonesian students. Research and…
Descriptors: Game Based Learning, Mathematics Achievement, Teaching Methods, Probability
Thinakon Lakhonmoon; Yaovared Rutanatarntong; Teerachati Noisombut – Journal of Education and Learning (EduLearn), 2025
This research aimed to develop and evaluate a gamified learning game using the Kid-Bright board to teach introductory coding skills for controlling lamps and fans to 12th-grade students. The study employed a mixed-methods approach, involving the design and development of the game based on gamification principles, followed by an evaluation by three…
Descriptors: Game Based Learning, Grade 12, Educational Games, Electronics
Serhat Güzel; Cevdet Yilmaz – JALT CALL Journal, 2025
Gamification has been studied in the context of English as a foreign language (EFL) teaching as an intriguing approach, and its impact on language skills and motivational states of learners has been an area of interest; however, further experimental and qualitative accounts on the matter are still required. Additionally, the construct of 'self' as…
Descriptors: Gamification, English (Second Language), Second Language Instruction, Program Effectiveness
Eileen McGivney – British Journal of Educational Technology, 2025
Agency, or the capacity to take intentional actions, is considered one of the primary affordances of virtual reality (VR) for learning. VR is expected to increase learners' agency because it allows for full-body interactivity from a first-person perspective, giving them novel ways of interacting with the digital environment. Yet, agency in…
Descriptors: Technology Uses in Education, Computer Simulation, Field Trips, Personal Autonomy
Cheng-Tai Li; Huei-Tse Hou; Liang-Hsuan Lee – Language Teaching Research, 2025
Promoting English as a foreign language (EFL) students' reading comprehension, improving their reading motivation, and reducing their anxiety have always been the focus of EFL researchers. Educational board games have gradually received attention from educators. Various studies have found that board game-based teaching can improve students'…
Descriptors: Scaffolding (Teaching Technique), Educational Games, Teaching Methods, Reading Strategies
Neslihan Erbasi; Süleyman Alpaslan Sulak – International Journal of Modern Education Studies, 2025
The aim of this study is to examine the attitudes of high school students towards mind and intelligence games and how these attitudes differ based on various variables. The study population consists of 800 students studying in different departments at Konya Selçuklu Türk Telekom Vocational and Technical Anatolian High School during the 2023-2024…
Descriptors: High School Students, Student Attitudes, Student Characteristics, Foreign Countries
Gloria Concepcion Tenorio-Sepulveda; Katherine del Pilar Muñoz-Ortiz; Maria Soledad Ramirez-Montoya – Journal of Social Studies Education Research, 2025
Computational thinking (CT) is an indispensable higher-order competency in our complex, digitalized era; its development in students can be an effective tool for societal problem-solving. This research aimed to use an escape room to develop students' computational thinking using challenges oriented toward Sustainable Development Goal (SDG) 7 of…
Descriptors: Computation, Thinking Skills, Problem Solving, Game Based Learning

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