Publication Date
In 2025 | 2 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 7 |
Since 2016 (last 10 years) | 10 |
Since 2006 (last 20 years) | 10 |
Descriptor
Source
Journal of Educational… | 10 |
Author
Di Zhang | 1 |
Habgood, M. P. Jacob | 1 |
Hanjie Gu | 1 |
Hershkovitz, Arnon | 1 |
Hong, Jon-Chao | 1 |
Hwang, Gwo-Jen | 1 |
Hwang, Ming-Yueh | 1 |
Israel-Fishelson, Rotem | 1 |
Jay, Tim | 1 |
Jingdong Zhu | 1 |
Lee, Tzu-Lien | 1 |
More ▼ |
Publication Type
Journal Articles | 10 |
Reports - Research | 10 |
Education Level
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Minkai Wang; Di Zhang; Jingdong Zhu; Hanjie Gu – Journal of Educational Computing Research, 2025
Scientific knowledge is often abstract and challenging, making it difficult for students to apply these concepts effectively. Digital game-based learning (DGBL) offers an engaging and immersive approach, but the fixed resources and predetermined learning paths in most games limit its ability to adapt to individual learners' needs. Large language…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Academic Achievement
Nihalani, Priya K.; Robinson, Daniel H. – Journal of Educational Computing Research, 2022
We sought to identify factors that optimize individual learning in complex, technology-enhanced learning environments. Undergraduates viewed tutorials and played a simulation-based game either alone or in groups and in either high or low cognitive load sequences and later took tests measuring comprehension of tutorials and transfer of computer…
Descriptors: Cognitive Processes, Difficulty Level, Cooperative Learning, Technology Uses in Education
Ying-Lien Lin; Wei-Tsong Wang – Journal of Educational Computing Research, 2025
Virtual-reality business simulation games (VRBSGs) have garnered attention in management education. However, investigating the design of efficient VRBSGs from an integrated perspective of social cognitive, self-determination, and cognitive load theories is crucial but under-addressed. Therefore, this study developed a VRBSG learning system to…
Descriptors: Undergraduate Students, Business Education, Computer Simulation, Game Based Learning
Toukiloglou, Pavlos; Xinogalos, Stelios – Journal of Educational Computing Research, 2022
Serious games are considered an effective method to engage students in programming education and have been increasingly used in classrooms. An important part of the learning process with serious games involves the presentation of the new concepts and the provided support to encounter student difficulties. Although the most common approach is the…
Descriptors: Game Based Learning, Programming, Program Effectiveness, Educational Games
Song, Yi; Zhu, Mengxiao; Sparks, Jesse R. – Journal of Educational Computing Research, 2023
In this research, we use a process data analysis approach to gather additional evidence about students' argumentation skills beyond their performance scores in a computer-based assessment. This game-enhanced scenario-based assessment (named Seaball) included five activities that require students to demonstrate their argumentation skills within a…
Descriptors: Data Analysis, Academic Achievement, Interaction, Performance
Wang, Xiao-Ming; Wang, Shi-Man; Wang, Jia-Ni; Hwang, Gwo-Jen; Xu, Su – Journal of Educational Computing Research, 2023
At present, environmental issues are of concern to all countries, especially for developing countries, and education on waste sorting is urgent. However, it remains a challenge to improve students' learning achievement and engagement in environmental education. Researchers have pointed out the potential of digital games for promoting students'…
Descriptors: Environmental Education, Game Based Learning, Video Games, Program Effectiveness
Liu, Yi Chun; Wang, Wei-Tsong; Lee, Tzu-Lien – Journal of Educational Computing Research, 2021
Critical factors that influence the value of digital game-based learning (DGBL) for enhancing learning effectiveness remain debatable. Based on the self-determination theory (SDT), people can be autonomously motivated to adopt DGBL to enhance learning effectiveness if their basic psychological needs are satisfied. Additionally, studies that…
Descriptors: Computer Games, Educational Games, Game Based Learning, Feedback (Response)
Israel-Fishelson, Rotem; Hershkovitz, Arnon – Journal of Educational Computing Research, 2020
Persistence has proven to be a great challenge in online learning environments. Gaming and interactivity have been suggested as essential features in reducing dropout and increasing persistence in online learning. Yet in interactive game-based learning environments, persistence in moving forward in the game may come at the expense of investing in…
Descriptors: Game Based Learning, Elementary School Students, Thinking Skills, Persistence
P. Rose, Simon; Habgood, M. P. Jacob; Jay, Tim – Journal of Educational Computing Research, 2020
The recent shift in compulsory education from ICT-focused computing curricula to informatics, digital literacy and computer science, has resulted in children being taught computing using block-based programming tools such as Scratch, with teaching that is often limited by school resources and teacher expertise. Even without these limitations,…
Descriptors: Programming Languages, Computer Science Education, Game Based Learning, Educational Games
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin; Lin, Pei-Chun – Journal of Educational Computing Research, 2020
When learning to write Chinese characters, it is essential for students to learn and maintain the correct order of the strokes. Chinese teachers often use computer-supported drill and practice to develop students' ability to write in the correct order, but such devices are rarely designed to stimulate learners' memory-manipulation in cognitive…
Descriptors: Chinese, Orthographic Symbols, Cognitive Processes, Difficulty Level