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Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
Chi-Cheng Chang; Szu-Ting Yang – Interactive Learning Environments, 2024
This study aimed to investigate the differences in learners' emotion, cognitive load, and cognitive performance among various scaffolding DGBLs, and the influences of emotion and cognitive load on cognitive performance when using DGBLs. Participants were 97 adult learners from some community college, randomly divided into the control group with 32…
Descriptors: Psychological Patterns, Cognitive Processes, Self Efficacy, Game Based Learning
Wang, Yi-Hsuan – Interactive Learning Environments, 2023
This paper explores and sheds light on how various designs of game-based learning materials benefit music education. The developed games followed Gordon's music skill learning sequence of discrimination, and aimed to teach listening and visual skills for the middle C octave. Two genres of game-based learning materials were proposed, one with most…
Descriptors: Game Based Learning, Teaching Methods, Music Education, Informal Education
Milkova, Eva; Pekarkova, Simona – Interactive Learning Environments, 2023
The presented study focuses on children aged from 5 to 6.5 who attend Czech kindergartens. Its purpose is to explore a potential positive impact of an educational game application on malleability of children's spatial skills through the application usage. The research was conducted as a pedagogical experiment in which the pre-test and post-test…
Descriptors: Spatial Ability, Kindergarten, Preschool Children, Educational Games
Lin, Jian-Wei; Tsai, Chia-Wen; Hsu, Chu-Ching – Interactive Learning Environments, 2023
Different e-learning technologies may offer different incentive factors, which influence behavioural intention. Moreover, when adopting a new e-learning technology for an extended period, learners' perceptions and learning behaviour may change during the learning period. Unfortunately, as formative assessments (FAs) are often continuously…
Descriptors: Comparative Analysis, Evaluation Methods, Formative Evaluation, Game Based Learning
Jia-Hua Zhao; Patcharin Panjaburee; Gwo-Jen Hwang; Wararat Wongkia – Interactive Learning Environments, 2024
Scholars have suggested English classrooms with sufficient context and fun activities to increase English performance and promote learning motivation. With the rapid growth of technology-enhanced learning, virtual reality (VR) has become increasingly popular in English learning. Using VR without a well-designed learning environment, however, may…
Descriptors: Foreign Countries, Metacognition, Game Based Learning, Computer Simulation
Ji-Eun Lee; Amisha Jindal; Sanika Nitin Patki; Ashish Gurung; Reilly Norum; Erin Ottmar – Interactive Learning Environments, 2024
This paper demonstrated how to apply Machine Learning (ML) techniques to analyze student interaction data collected in an online mathematics game. Using a data-driven approach, we examined 1) how different ML algorithms influenced the precision of middle-school students' (N = 359) performance (i.e. posttest math knowledge scores) prediction and 2)…
Descriptors: Teaching Methods, Algorithms, Mathematics Tests, Computer Games
Alicia Ndegwa; Mar Gutiérrez-Colón; Marni Manegre – Interactive Learning Environments, 2024
The on-going implementation of the new curriculum of the new education system in Kenya includes the administration of technology in the classroom. In this study, this was achieved through the use of a gamified app in a local private school in Kenya, a gamified Swahili app. As Swahili is the language that is Kenya's national and one of two official…
Descriptors: Foreign Countries, Reading Comprehension, African Languages, Comparative Analysis
Beserra, Vagner; Nussbaum, Miguel; Grass, Antonio – Interactive Learning Environments, 2017
When using educational video games, particularly drill-and-practice video games, there are several ways of providing an answer to a quiz. The majority of paper-based options can be classified as being either multiple-choice or constructed-response. Therefore, in the process of creating an educational drill-and-practice video game, one fundamental…
Descriptors: Multiple Choice Tests, Drills (Practice), Educational Games, Video Games
Liang, Hsin-Yi; Hsu, Tien-Yu; Hwang, Gwo-Jen; Chang, Shao-Chen; Chu, Hui-Chun – Interactive Learning Environments, 2023
In the past decades, collaborative game-based learning has been used to facilitate students' learning in authentic learning contexts. Although several previous studies have reported the potential of this approach for students' learning performance and motivation, unequal participation could negatively influence the learning effectiveness of…
Descriptors: Museums, Science Education, Critical Thinking, Competency Based Education
Erhel, Séverine; Jamet, Eric – Interactive Learning Environments, 2016
Few studies have investigated the effects of the instructions provided in educational computer games on cognitive processing and learning outcomes. In our experiment, we sought to compare the effects on learning outcomes of two different types of goal-oriented instructions: "mastery-goal" instructions, which prompt learners to develop…
Descriptors: Outcomes of Education, Goal Orientation, Instruction, Video Games
Martin-SanJose, Juan-Fernando; Juan, M. -Carmen; Mollá, Ramón; Vivó, Roberto – Interactive Learning Environments, 2017
Advanced displays and natural user interfaces (NUI) are a very suitable combination for developing systems to provide an enhanced and richer user experience. This combination can be appropriate in several fields and has not been extensively exploited. One of the fields that this combination is especially suitable for is education. Nowadays,…
Descriptors: Computer Interfaces, Visual Aids, Teaching Methods, Computer Games
Greer, Mary; Lin, Lijia; Atkinson, Robert K. – Interactive Learning Environments, 2017
The purpose of this study was to determine whether playing "Quest for the Code"™, a computer game designed to teach children about asthma, would help healthy children acquire knowledge about and attitudes towards asthma and whether the beneficial effects would be maintained over time. The sample consisted of 155 children from four middle…
Descriptors: Computer Games, Teaching Methods, Diseases, Health Education
Chen, Ching-Huei; Law, Victor; Chen, Wei-Yu – Interactive Learning Environments, 2018
The purpose of this study is to examine the effects of different modes of competition on science learning in a game-based learning (GBL) environment. Some key motivational constructs such as learning goals, performance goals, and perceived ability were also investigated. One hundred ninety-five students from a secondary school in Taiwan were…
Descriptors: Foreign Countries, Secondary School Students, Competition, Science Education
Hsu, Chung-Yuan; Tsai, Chin-Chung – Interactive Learning Environments, 2013
Educational researchers have indicated that although computer games have the potential to promote students' motivation and engagement, the work on how to design effective games that fulfil educational purposes is still in its infancy. This study aimed to examine how integration of self-explanation into a computer game affected primary schoolers'…
Descriptors: Science Instruction, Scientific Concepts, Educational Games, Learner Engagement
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