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Showing 16 to 30 of 85 results Save | Export
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M. G. Boltyshev – Interactive Learning Environments, 2024
The article is devoted to the experts' assessment of the application of gamification in corporate training. It analyzes the experiences of companies that use gamification in training their employees, as well as the survey of experts (n = 81) in the field of corporate training. The aim of the study was to identify common strategies for the…
Descriptors: Gamification, Corporate Education, Program Effectiveness, Corporations
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Ching-Yi Chang; Hsiu-Ju Jen; Jie Chi Yang – Interactive Learning Environments, 2024
Nursing students participating in labor support training need to learn core clinical skills to assess the delivery process to reduce the risk and labor pain of pregnant women. We proposed an approach to integrate scenario game-based learning with the experiential learning strategy to facilitate nursing students' learning performance and six core…
Descriptors: Vignettes, Game Based Learning, Experiential Learning, Learning Strategies
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Sonsoles López-Pernas; Mohammed Saqr; Aldo Gordillo; Enrique Barra – Interactive Learning Environments, 2023
Learning analytics methods have proven useful in providing insights from the increasingly available digital data about students in a variety of learning environments, including serious games. However, such methods have not been applied to the specific context of educational escape rooms and therefore little is known about students' behavior while…
Descriptors: Learning Analytics, Educational Games, Student Behavior, Computer Uses in Education
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Tiffany Shuang-Ching Lee – Interactive Learning Environments, 2024
In recent years, art museums have been putting more effort into creating e-learning resources (ELR) to encourage young children to learn about art off-site. However, research on art museum ELR from the perspective of educational content is scarce. Using the ELR offered to children by Queensland Art Gallery/ Gallery of Modern Art, Australia (QAGOMA…
Descriptors: Foreign Countries, Museums, Art, Electronic Learning
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Yu-Cheng Lin; Huei-Tse Hou – Interactive Learning Environments, 2024
The integration of augmented reality (AR) and game-based learning could increase interaction in educational games and provide more learning guidance in higher education courses. This study developed an AR educational board game that featured cognitive scaffolding, immediate feedback, and collaborative interaction. The study also analyzed and…
Descriptors: Instructional Effectiveness, Scaffolding (Teaching Technique), Computer Simulation, Educational Technology
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Jiahong Su; Kai Guo; Xinyu Chen; Samuel Kai Wah Chu – Interactive Learning Environments, 2024
The teaching of artificial intelligence (AI) has increasingly become a topic of investigation among educational researchers. Studies of AI education have predominantly focused on the university level; less attention has been paid to teaching AI in K-12 classrooms. This study synthesised empirical studies on K-12 AI education, with the aims of…
Descriptors: Artificial Intelligence, Computer Science Education, Elementary Secondary Education, Teaching Methods
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Jazihan Mahat; Norlidah Alias; Farrah Dina Yusop – Interactive Learning Environments, 2023
Interest in the practice of gamification has grown rapidly in the field of education and training. Organisations implement gamification in various areas to boost employee motivation, including professional training. The present study comprises a systematic literature review on gamified professional training among employees. It was guided by the…
Descriptors: Game Based Learning, Learning Management Systems, Professional Development, Research Reports
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Gang Yang; Dan Zheng; Ji-Huan Chen; Qun-Fang Zeng; Yun-Fang Tu; Xiao-Li Zheng – Interactive Learning Environments, 2024
The game-based learning approach to developing students' computational thinking (CT) current has received attention from researchers. However, the compatibility between games and instruction is often insufficient to accommodate the entertaining and educational nature of the curriculum entirely, and the benefits of game-based learning could be…
Descriptors: Role Playing, Educational Games, Mental Computation, Learner Engagement
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Ahmed Tlili; Michael Agyemang Adarkwah; Soheil Salha; Juan Garzón; Kinshuk; Daniel Burgos – Interactive Learning Environments, 2024
While several studies have investigated the effects of educational games in education, less attention has been paid specifically to the effects of educational mobile games in education. To address this gap, this study conducted a meta-analysis and research synthesis of 38 studies (N = 3302 participants) to investigate the effects of educational…
Descriptors: Educational Games, Puzzles, Handheld Devices, Technology Uses in Education
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I -Jui Lee; Hsiu-Ting Hsu – Interactive Learning Environments, 2024
Autism Spectrum Disorder (ASD) involves social skills deficits, hindering effective communication and meaningful relationships. Prior research indicates that Augmented Reality (AR) games appeal to children with ASD for learning social skills but lack a structured framework and clear instructions for grasping social concepts. Therefore, this…
Descriptors: Computer Simulation, Story Telling, Educational Strategies, Computation
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Pusey, Megan; Wong, Kok Wai; Rappa, Natasha Anne – Interactive Learning Environments, 2022
This scoping review summarises the literature on resilience interventions that use interactive technology. Resilience refers to a person's mental ability to adaptively deal with challenging situations and is a key skill for dealing with challenges in life. Types of interactive technology used in resilience interventions included serious video…
Descriptors: Resilience (Psychology), Intervention, Interaction, Technology Uses in Education
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Alrehaili, Enas Abdulrahman; Al Osman, Hussein – Interactive Learning Environments, 2022
Educational systems can benefit from Virtual Reality's (VR) ability to support experiential learning. In particular, VR based games, especially role-playing serious games (RPGs), can promote learning through the simulation of various educational scenarios. This study proposes an immersive VR-RPG to educate players about the behavior of honeybees.…
Descriptors: Computer Simulation, Game Based Learning, Role Playing, Program Effectiveness
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Bado, Niamboue – Interactive Learning Environments, 2022
The present study sought to elicit insights into pedagogical practices pertaining to the integration of digital games into teaching and learning. A review of peer-reviewed journal articles published in English over the past 10 years uncovered common pedagogical themes that were categorized into a pre-game, game, and post-game taxonomy. The…
Descriptors: Game Based Learning, Educational Games, Learning Activities, Classroom Techniques
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Wu, Ting-Ting; Sung, Tien-Wen – Interactive Learning Environments, 2023
Social science education aims to enable people to acquire the knowledge and abilities necessary to lead a normal social life. However, social science is often neglected in basic education compared with languages and mathematics, thus affecting students' learning motivation and achievements. In this study, a digital game-based review system was…
Descriptors: Game Based Learning, Outcomes of Education, Elementary School Students, Social Sciences
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Elsom, Sandra; Westacott, Marguerite; Stieler-Hunt, Colleen; Glencross, Sarah; Rutter, Kerry – Interactive Learning Environments, 2023
Game-based learning has been recognised as a strategy to increase students' engagement in higher education. Alternate reality games (ARG) provide players with the opportunity to apply newly developed knowledge and skills, such as visiting important campus locations and completing relevant activities. The collaborative nature of these games means…
Descriptors: College Students, Orientation, Socialization, Game Based Learning
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