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González-Fernández, Alberto; Revuelta-Domínguez, Francisco-Ignacio; Fernández-Sánchez, María Rosa – Education Sciences, 2022
Gamification allows for the implementation of experiences that simulate the design of (video) games, giving individuals the opportunity to be the protagonists in them. Its inclusion in the educational environment responds to the need to adapt teaching-learning processes to the characteristics of homo videoludens, placing value once again on the…
Descriptors: Instructional Design, Game Based Learning, Literature Reviews, Video Games
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Swacha, Jakub – Education Sciences, 2021
Recent years have brought a rapid growth of scientific output in the area of gamification in education. In this paper, we try to identify its main characteristics using a bibliometric approach. Our preliminary analysis uses Google Scholar, Scopus, and Web of Science as data sources, whereas the main analysis is performed on 2517 records retrieved…
Descriptors: Educational Games, Game Based Learning, Educational Research, Bibliometrics
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Lathwesen, Chantal; Belova, Nadja – Education Sciences, 2021
In the last decade, game-based learning has received growing attention in educational contexts in general and science education in particular. A recent game trend, which has also found its way into STEM classrooms, is escape rooms. In this type of game, players have to work through several puzzles to achieve a specific goal (mostly to escape from…
Descriptors: Game Based Learning, Educational Games, Problem Solving, Cooperative Learning
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Kalogiannakis, Michail; Papadakis, Stamatios; Zourmpakis, Alkinoos-Ioannis – Education Sciences, 2021
The implementation of gamification in education has attracted many researchers to increase engagement and achieve learning more effectively. Implementing technology in science curricula has seen a massive influx over the past years to stop the decline in students' motivation towards science learning and promote scientific thinking. This study's…
Descriptors: Game Based Learning, Science Education, Literature Reviews, Student Motivation
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Agbo, Friday Joseph; Sanusi, Ismaila Temitayo; Oyelere, Solomon Sunday; Suhonen, Jarkko – Education Sciences, 2021
This study investigated the role of virtual reality (VR) in computer science (CS) education over the last 10 years by conducting a bibliometric and content analysis of articles related to the use of VR in CS education. A total of 971 articles published in peer-reviewed journals and conferences were collected from Web of Science and Scopus…
Descriptors: Computer Simulation, Computer Science Education, Educational Research, Research Methodology
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Pinto, Rafael Darque; Peixoto, Bruno; Melo, Miguel; Cabral, Luciana; Bessa, Maximino – Education Sciences, 2021
Virtual reality has shown to have great potential as an educational tool when it comes to new learning methods. With the growth and dissemination of this technology, there is a massive opportunity for teachers to add this technology to their methods of teaching a second/foreign language, since students keep showing a growing interest in new…
Descriptors: Second Language Learning, Second Language Instruction, Research Reports, Computer Games