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Jinqi Ding; Quanlei Yu; Suping Sun; Wanjun Zhou; Qingbai Zhao; Suo Jiang – Journal of Creative Behavior, 2025
The relationship between online game use and creativity remains contentious. Self-worth orientation theory suggests that online gaming can fulfill individual self-worth needs, implying that self-worth may moderate this relationship. Study 1 assessed online game use, self-worth, and creativity among 184 college students through a cross-sectional…
Descriptors: Self Concept, Value Judgment, Video Games, Computer Games
Kevser Hava; Mete Akcaoglu – Journal of Teacher Education and Educators, 2025
In this quasi-experimental study, we examined the effect of a self-reflection activity on the utility value of pre-service teachers in teaching game design. A pretest-posttest design was used to determine any differences associated with the intervention. 129 pre-service teachers from different majors participated in the study. The participants…
Descriptors: Preservice Teachers, Teacher Attitudes, Reflection, Computer Games
Sonia Palha; Ljerka Jukic Matic – Technology, Pedagogy and Education, 2025
Digital game-based learning (DGBL) is a pedagogical approach employed in educational contexts, wherein digital games are utilised to effectively attain specific learning outcomes. For teacher professional programmes to develop appropriate curricula on DGBL pedagogy, it is important to understand how teachers currently use DGBL in their teaching…
Descriptors: Game Based Learning, Computer Games, Teacher Attitudes, Mathematics Instruction
Zhihui Cai; Caiyan Liu; Jieni Zhan; Zhikeng Wang; Xin Hao; Si Zhang; Xinjie Chen – Journal of Computer Assisted Learning, 2025
Background: Attention has been paid to collaboration in digital game-based learning, as it fosters interaction and student engagement, thereby enhancing learning outcomes. Previous findings about the effect of collaboration in digital game-based learning were inconsistent, and few studies have explored the underlying mechanisms, particularly…
Descriptors: Cooperative Learning, Computer Games, Game Based Learning, Learning Experience
Marivel Go; Rodolfo Golbin Jr.; Severina Velos; Johnry Dayupay; Wym Dionaldo; Feliciana Cababat; Miriam Bongo; Christos Troussas; Lanndon Ocampo – International Journal of Mathematical Education in Science and Technology, 2024
Technical skills related to basic mathematics in higher education have been a key foundation for further allied courses across primary programmes. While the traditional learning strategies appear to be inadequate to enhance the basic mathematics skills of university students, digital mathematical games pose the potential to improve such a set of…
Descriptors: Mathematics Skills, Educational Games, Class Activities, Computer Games
Howard, Natalie-Jane – Learning, Media and Technology, 2023
Online gamification is an innovative educational practice, yet little is known about how the socio-material imbrications entailed in this pedagogical approach influence educator professional identities. Adopting a social-material sensibility to examine lecturer professional identities, this qualitative study mobilises visual-elicitation interviews…
Descriptors: Gamification, Educational Games, Teacher Attitudes, Professional Identity
Zhong, Lin – Journal of Educational Computing Research, 2023
Engagement in educational games was conceptualized as four dimensions but few studies have examined the four dimensions together. Additionally, game features vary greatly in different game genres that demand different engagement dimensions. However, engaging game features were studied in general and did not inquire specific game genres in extant…
Descriptors: Learner Engagement, Educational Games, Computer Games, Cognitive Ability
Nese Dokumaci Sütçü; Tugba Örnek – Journal of Theoretical Educational Science, 2025
The aim of this study was to examine the potential effect of intelligence games on the problem-posing skills of mathematics teachers. The research, in which case study, one of the qualitative research methods, was preferred, was conducted with two mathematics teachers enrolled in the Mathematics Education Master's Program with Thesis at a state…
Descriptors: Game Based Learning, Problem Solving, Mathematics Teachers, Masters Programs
Ying Zhang – Applied Linguistics, 2025
A small number of studies have explored the effects of digital gaming on second/foreign language (L2) pragmatic competence. However, the effectiveness of massively multiplayer online role-playing games (MMORPGs) germane to L2 pragmatic development remains unclear because most game-mediated pragmatics studies have focused on educational games.…
Descriptors: English (Second Language), Second Language Instruction, Game Based Learning, Computer Games
Yi-Fan Wang; Mei-Hua Hsu; Max Yue-Feng Wang – Health Education Journal, 2025
Objective: The medical terminology escape room game (MTEG) is a chatbot designed for gamified education that aims to transform memorizing complex medical terminology into an enjoyable experience for medical students. By combining elements of ARCS (Attention, Relevance, Confidence and Satisfaction) theory with escape room adventures, the MTEG aims…
Descriptors: Vocabulary Development, Medical Education, Game Based Learning, Nursing Students
Isaac J. Pérez-López; Carmen Navarro-Mateos; Jose Mora-Gonzalez – Innovations in Education and Teaching International, 2025
The training of future teachers requires innovative strategies that involve and motivate students. The aim of this study was to analyse the impact of a digital serious game on students' emotional variables. A total of 62 students aged 22-23 years of age from a Master's degree participated. A digital serious game called 'The case of the stolen…
Descriptors: Computer Games, Educational Games, Psychological Patterns, Emotional Response
Merve Nur Durmus; Mustafa Metin; Neslihan Durmus – International Journal of Education in Mathematics, Science and Technology, 2025
This research was carried out to determine the opinions of science teacher candidates about digital game addiction. For this reason, the phenomenology method which one of the qualitative research methods, was used. The sample of this study consists of 5 science teacher candidates studying at different universities in the 2022-2023 academic year.…
Descriptors: Preservice Teachers, Science Teachers, Student Attitudes, Video Games
Wang, Qiong; Zhong, Yunhua; Zhao, Guoqing; Song, Ruijun; Zeng, Chengshi – Education and Information Technologies, 2023
Ongoing smartphone use links to heightened technostress. However, the content types of smartphone use are various, and little is known about which types of content use are significantly associated with technostress. This study aims to examine the impacts of specific types of smartphone use (i.e., learning-related use, entertainment-related use,…
Descriptors: Handheld Devices, Telecommunications, Anxiety, College Students
David Faitelson; Shai Gul; Michal Arieli – PRIMUS, 2024
Exercise is essential for mastering mathematics, but it faces two major hurdles. First, students are often not motivated to do their homework. Second, checking traditional homework is a manual and labor-intensive process that becomes harder to support as the number of students increases. We argue that computer games could alleviate both problems.…
Descriptors: Mathematics Instruction, College Mathematics, Homework, Computer Games
Hao-Chiang Koong Lin; Chun-Hsiung Tseng; Nian-Shing Chen – Educational Technology & Society, 2025
In recent years, learning programming has been a challenge for both learners and educators. How to enhance student engagement and learning outcomes has been a significant concern for researchers. This study examines the effects of AI-based pedagogical agents on students' learning experiences in programming courses, focusing on web game development…
Descriptors: Programming, Learner Engagement, Self Efficacy, Artificial Intelligence

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