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Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
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Yuanyuan Hu; Pieter Wouters; Marieke van der Schaaf; Liesbeth Kester – British Journal of Educational Technology, 2025
Learning with games requires two types of information, namely domain-specific information and game-specific information. Presenting these two types of information together with gameplay may pose a heavy demand on cognitive resources. This study investigates how timing of information presentation affects cognition (ie, mental effort and…
Descriptors: Game Based Learning, Secondary School Students, Chemistry, Schemata (Cognition)
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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
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Kim, Yoon Jeon; Knowles, Mariah A.; Scianna, Jennifer; Lin, Grace; Ruipérez-Valiente, José A. – British Journal of Educational Technology, 2023
Game-based assessment (GBA), a specific application of games for learning, has been recognized as an alternative form of assessment. While there is a substantive body of literature that supports the educational benefits of GBA, limited work investigates the validity and generalizability of such systems. In this paper, we describe applications of…
Descriptors: Learning Analytics, Validity, Generalizability Theory, Game Based Learning
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Chase, Catherine C.; Malkiewich, Laura J.; Lee, Alison; Slater, Stefan; Choi, Ahram; Xing, Chenmu – British Journal of Educational Technology, 2021
It is difficult to motivate learners to seek out and persist at challenging learning tasks where failure is likely. However, in game environments, people seem highly motivated to engage with challenges and respond productively to failure. Many typical game features purportedly enhance intrinsic motivation and self-efficacy, which should improve…
Descriptors: Game Based Learning, Educational Games, Learning Processes, Programming
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Veldkamp, Alice; Rebecca Niese, Johanna; Heuvelmans, Martijn; Knippels, Marie-Christine P. J.; van Joolingen, Wouter R. – British Journal of Educational Technology, 2022
This study investigates the influence of the educational game design elements "immersion," "collaboration" and "debriefing," on fostering learning with educational escape rooms. We based the design of the escape room on an educational game design framework that aligns the learning goal and the game goal, that is,…
Descriptors: Educational Games, Instructional Design, Learning Processes, Game Based Learning
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Hsu, Mei-En; Cheng, Meng-Tzu – British Journal of Educational Technology, 2021
Games have been regarded as a potential vehicle for enhancing student learning. Previous studies mainly focused on learning outcomes; however, the learning processes and dynamic in-game behaviours of students who are immersed in a game context are relatively undiscovered. The purposes of this study were to develop an educational game, "Bio…
Descriptors: Game Based Learning, Middle School Students, Grade 7, Educational Games
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Jenny Yun-Chen Chan; Chloe Byrne; Janette Jerusal; Allison S. Liu; Justin Roberts; Erin Ottmar – British Journal of Educational Technology, 2023
Prior research has shown that game-based learning tools, such as DragonBox 12+, support algebraic understanding and that students' in-game progress positively predicts their later performance. Using data from 253 seventh-graders (12-13 years old) who played DragonBox as a part of technology intervention, we examined (a) the relations between…
Descriptors: Game Based Learning, Educational Games, Problem Solving, Mathematics Achievement
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Cheng, Meng-Tzu; Huang, Wei-Yu; Hsu, Mei-En – British Journal of Educational Technology, 2020
Game-based learning environments typically elicit a variety of emotions; however, the influence of emotions on game-based learning is basically underemphasized. This study sought to investigate how emotions are related to science learning in a gaming context. "Humunology," an educational game for learning about the human immune system,…
Descriptors: Psychological Patterns, Outcomes of Education, Science Instruction, Game Based Learning
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Hwang, Gwo-Jen; Chien, Shu-Yun; Li, Wen-Shiang – British Journal of Educational Technology, 2021
Digital game-based learning (DGBL) is a frequently adopted mode for facilitating teaching and learning, where learners are immersed in game contexts to engage in gameplay and to construct meaningful knowledge. However, without guidance, students might have difficulties organizing what they have experienced in gaming contexts. Thus, in this…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Video Games
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Cutumisu, Maria; Chin, Doris B.; Schwartz, Daniel L. – British Journal of Educational Technology, 2019
A major goal of contemporary education is to teach students how to learn on their own. Assessments have largely lagged behind this goal, because they measure what students have learned and not necessarily their learning processes. This research presents Posterlet, an assessment that collects evidence regarding the strategies that students choose…
Descriptors: Student Evaluation, Evaluation Methods, Learning Strategies, Educational Games
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Qiao, Shen; Yeung, Susanna Siu-sze; Shen, Xiaoai; Chu, Samuel Kai Wah – British Journal of Educational Technology, 2022
Purpose: Morphological awareness (MA), the ability to reflect on and manipulate the smallest language units within a word, has been identified as an essential metalinguistic awareness to predict literacy development. In this study, we examine whether an online gamified English MA programme is more effective than physical face-to-face instruction…
Descriptors: Morphology (Languages), Metalinguistics, Literacy, Prediction