Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 2 |
| Since 2017 (last 10 years) | 4 |
| Since 2007 (last 20 years) | 5 |
Descriptor
Source
| Grantee Submission | 2 |
| Electronic Journal of… | 1 |
| Philosophical Studies in… | 1 |
| Technology, Knowledge and… | 1 |
Author
| Danielle S. McNamara | 1 |
| Erica L. Snow | 1 |
| Floros, Andreas | 1 |
| G. Tanner Jackson | 1 |
| Gyuri Byun | 1 |
| Haarman, Susan | 1 |
| Jewoong Moon | 1 |
| Jieun Lim | 1 |
| Junbo Koh | 1 |
| Kotsira, Lily | 1 |
| Matthew E. Jacovina | 1 |
| More ▼ | |
Publication Type
| Reports - Evaluative | 5 |
| Journal Articles | 4 |
| Speeches/Meeting Papers | 1 |
Education Level
| Elementary Secondary Education | 1 |
| High Schools | 1 |
| Junior High Schools | 1 |
| Middle Schools | 1 |
| Secondary Education | 1 |
Audience
Location
| Greece | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
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
Haarman, Susan – Philosophical Studies in Education, 2022
The efficacy of tabletop role-playing games (RPGs) as an educational and therapeutic asset in schools has been extensively studied, with many middle and high schools employing these games as extracurricular activities because of their positive impact around identity formation, empathy, and social skills. More recent iterations of tabletop RPGs are…
Descriptors: Role Playing, Game Based Learning, Teaching Methods, Story Telling
McNamara, Danielle S. – Grantee Submission, 2021
An overarching motivation driving my research has been to further our theoretical understanding of how readers successfully comprehend challenging text. This article describes the theoretical origins of this research program and my quest to understand comprehension processes through the use of technology. Coh-Metrix was developed to measure, and…
Descriptors: Educational Research, Reading Comprehension, Difficulty Level, Educational Technology
Rovithis, Emmanouel; Floros, Andreas; Moustakas, Nikos; Vogklis, Konstantinos; Kotsira, Lily – Electronic Journal of e-Learning, 2019
Educational practices are constantly adjusting to technological advances, in order to improve their effectiveness in delivering knowledge and preparing students for the challenges of modern digital society. Electronic games and augmented reality environments are two such media that can shape powerful modes of interactive and immersive experiences.…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Interaction
Matthew E. Jacovina; Erica L. Snow; G. Tanner Jackson; Danielle S. McNamara – Grantee Submission, 2015
To optimize the benefits of game-based practice within Intelligent Tutoring Systems (ITSs), researchers examine how game features influence students' motivation and performance. The current study examined the influence of game features and individual differences (reading ability and learning intentions) on motivation and performance. Participants…
Descriptors: Game Based Learning, Intelligent Tutoring Systems, Learning Motivation, Performance

Peer reviewed
Direct link
