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Kurt D. Squire – International Journal of Designs for Learning, 2021
At Play in the Cosmos is a game for University-level Astronomy courses. Designed as a collaboration between the Games + Learning + Society Center, an academic center at the University of Wisconsin-Madison, and Norton & Company, Cosmos is intended to support a "game-first" model of curriculum in which students play the game before…
Descriptors: Astronomy, Game Based Learning, Learning Activities, Design
Chen, Ching-Huei; Law, Victor; Huang, Kun – Educational Technology Research and Development, 2023
Educational games are becoming increasingly prevalent. Recently, adaptive game-based learning to accommodate diverse learners has received considerable attention. The current study aims to explore the effect of adaptive scaffolding from a multidimensional engagement perspective. A total of 61 students from a Taiwan secondary school studied…
Descriptors: Scaffolding (Teaching Technique), Learner Engagement, Computer Games, Educational Games
Udeozor, Chioma; Toyoda, Ryo; Russo Abegão, Fernando; Glassey, Jarka – European Journal of Engineering Education, 2023
The application of digital games in higher education is on the rise in engineering. With the recent COVID-19 restrictions and the move to virtual learning, the interest in and the need for virtual laboratories and technology-enhanced experiential learning tools like digital games are expected to rise. This paper presents a review of the current…
Descriptors: Computer Games, Engineering Education, Higher Education, Game Based Learning
Malone, Mac – ProQuest LLC, 2023
We analyze the thesis that a fully immersive gamified learning platform benefits students, improving their enjoyment, time management, and performance by engaging them with the subject matter. We assert that an immersive experience centered around a true game produces better results than exercises with just a few gamified elements (e.g., points,…
Descriptors: Game Based Learning, Teaching Methods, Time Management, Learner Engagement
Alexandra Rysul'ova – NORDSCI, 2023
Virtual worlds, like Second Life, are transformative innovations in education. These immersive 3D environments offer teachers and students unique opportunities beyond traditional classrooms. They foster active learning, allowing students to interact, manipulate objects, and engage with diverse content. This multimodal approach accommodates various…
Descriptors: Information Security, Computer Simulation, Barriers, Teaching Methods
Xianlin Liu; Khalid Abdullah Alotaibi; Arash Hashemifardnia – European Journal of Education, 2025
In recent years, the integration of digital technologies into language learning has gained significant attention, particularly in the context of English as a Foreign Language (EFL) education. However, there remains a gap in understanding the broader affective and cognitive benefits of serious game-based learning (SGBL) in this field. The present…
Descriptors: Game Based Learning, Comparative Analysis, English (Second Language), Second Language Learning
Jiawen Liu; Rustam Shadiev; Mei Cao – Education and Information Technologies, 2025
Integrating digital games into learning about digital citizenship has garnered significant attention. While digital game-based learning has the potential to enhance learners' academic performance, engagement, and motivation, these games often focus on specific aspects of digital citizenship education and lack systematic design approaches.…
Descriptors: Computer Games, Educational Games, Game Based Learning, Citizenship Education
Eva Fidia Lestari; Masagus Firdaus; Hanni Yukamana – Journal of English Teaching, 2024
The pandemic has affected many aspects of our lives including education and that has caused the Government to provide alternative teaching methods and make recommendations for online learning. Since smartphones and laptops using the internet are the only tools for learning, students are increasingly playing online games and being exposed to…
Descriptors: Grade 7, Computer Games, Video Games, Game Based Learning
Fernando Almeida; Zoltan Buzady – Technology, Knowledge and Learning, 2024
This study explores the contribution of serious game teaching technology, such as FLIGBY, to the development of entrepreneurial learning outcomes in the context of an entrepreneurship course in higher education. The sample is composed of 551 students through the construction of a randomized pretest-posttest control group. A quantitative…
Descriptors: Entrepreneurship, Outcomes of Education, Comparative Analysis, Game Based Learning
Jantakun, Thiti; Jantakoon, Thada – Higher Education Studies, 2021
The purposes of the research were 1) to design the Digital Educational Computer Games Environments Supporting Education (DECGE-SE) and 2) to evaluate the DECGE-SE. The research procedure was divided into two phases. The DECGE-SE as follows: (1) Learning: (1.1) Subject area, (1.2) Learning objectives/Player goals, (1.3) Learning Theories, (1.4)…
Descriptors: Computer Games, Educational Games, Game Based Learning, Instructional Effectiveness
Ahmad Syawaluddin; Nur Aeni – Discover Education, 2025
This study looks at how utilizing digital versions of classic games specifically Snakes and Ladders can help young learners learn more vocabulary in English. The study focuses on how digital versions of classic games can improve primary school students' vocabulary learning and retention. A quasi-experimental approach was used, with a control group…
Descriptors: Educational Technology, Technology Uses in Education, Vocabulary Development, English (Second Language)
Rahul Mohandas; Subhashree Mohapatra – Digital Education Review, 2025
Game-based learning (GBL) is an effective learning tool for medical and dental undergraduates in enhancing knowledge and skills as well as gaining student engagement and motivation. Educational games can create a social constructivist learning environment, where learners can construct their knowledge through interactions with their peers and…
Descriptors: Undergraduate Students, Dentistry, Game Based Learning, Student Motivation
Wendee White; Paul Gault; Jill Shimi; Kristi Herd; Gaye Manwaring – Discover Education, 2025
This study explores the effectiveness and design value of 'Resilience Education Supports Students in Life' (RESSIL), an adventure-based digital game for developing resilience capacities in undergraduate students at one UK University. RESSIL was designed in response to the increasing wellbeing needs of undergraduate students and in recognition of…
Descriptors: Foreign Countries, Undergraduate Students, Computer Games, Educational Games
Gui, Yang; Cai, Zhihui; Yang, Yajiao; Kong, Lingyuan; Fan, Xitao; Tai, Robert H. – International Journal of STEM Education, 2023
Digital educational games exhibit substantial promise in advancing STEM education. Nevertheless, the empirical evidence on both the efficacy of digital game-based learning and its designs in STEM education is characterized by notable inconsistencies. Therefore, the current study aimed to investigate (1) the general effect of digital game-based…
Descriptors: STEM Education, Educational Games, Game Based Learning, Video Games
Álvaro Antón-Sancho; Diego Vergara; Lorena Rodríguez-Calzada – Higher Learning Research Communications, 2023
Objectives: Analysis of the player profiles of professors is a fruitful line of research because player profiles may influence the design of gamified situations. We studied a sample of 243 university professors in Mexico to analyze the player profiles with which they identify and those they consider most effective didactically in gamified…
Descriptors: Foreign Countries, Gamification, College Faculty, Game Based Learning

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