Publication Date
| In 2026 | 0 |
| Since 2025 | 13 |
| Since 2022 (last 5 years) | 62 |
| Since 2017 (last 10 years) | 178 |
| Since 2007 (last 20 years) | 433 |
Descriptor
| Computer Simulation | 462 |
| Educational Technology | 462 |
| Educational Games | 261 |
| Technology Uses in Education | 192 |
| Teaching Methods | 178 |
| Foreign Countries | 168 |
| Computer Games | 125 |
| Simulated Environment | 112 |
| Video Games | 88 |
| Instructional Design | 86 |
| Electronic Learning | 80 |
| More ▼ | |
Source
Author
Publication Type
Education Level
Location
| Taiwan | 19 |
| Turkey | 15 |
| Australia | 12 |
| Germany | 10 |
| United Kingdom | 10 |
| China | 9 |
| Italy | 9 |
| Netherlands | 9 |
| Brazil | 8 |
| Greece | 8 |
| Japan | 8 |
| More ▼ | |
Laws, Policies, & Programs
| No Child Left Behind Act 2001 | 2 |
| Americans with Disabilities… | 1 |
| Carl D Perkins Vocational and… | 1 |
| Individuals with Disabilities… | 1 |
Assessments and Surveys
| Multifactor Leadership… | 2 |
| ACT Assessment | 1 |
| Computer Attitude Scale | 1 |
| Motivated Strategies for… | 1 |
| Program for International… | 1 |
| Trends in International… | 1 |
What Works Clearinghouse Rating
Aytaj Ismayilzada; Ayaz Karimov; Mirka Saarela – Journal of Interactive Learning Research, 2025
This systematic literature review explores learning analytics (LA) in serious games within virtual reality (VR) environments, focusing on studies from the International Conference on Learning Analytics and Knowledge (LAK) and the Journal of Learning Analytics (JLA). Conducted in two stages, the review identifies key domains where serious games in…
Descriptors: Educational Games, Computer Simulation, Technology Uses in Education, Instructional Effectiveness
Minkai Wang; Jingdong Zhu; Gwo-Jen Hwang; Shao-Chen Chang; Qi-Fan Yang; Di Zhang – Journal of Computer Assisted Learning, 2025
Background: STEM education aims to develop innovation and problem-solving skills through interdisciplinary learning, yet struggles to foster student engagement and interdisciplinary thinking. Whilst alternate reality games (ARGs) can boost motivation via game-based problem-solving, integrating large language models (LLMs) remains underexplored.…
Descriptors: Learner Engagement, STEM Education, Natural Language Processing, Artificial Intelligence
Ieva Gintere; Emmanouel Rovithis; Ágnes Karolina Bakk; Alvis Misjuns – International Journal of Game-Based Learning, 2024
The study presents the authors' research for the purpose of designing ImGame, a virtual environment inviting users to playfully learn about the concept of immersion and its historical antecedents. The authors describe ImGame's current pre-production stage and examine the basic characteristics of the feeling of immersion. They intend to deepen the…
Descriptors: Computer Simulation, Creativity, Educational Technology, Interdisciplinary Approach
Hayoung Jeon; Yumi Jun; Teemu H. Laine; Eunha Kim – Education and Information Technologies, 2024
Empathy is an essential human skill that can be divided into two types: (1) cognitive empathy, which is the capacity of understanding others' thoughts and emotions; and (2) affective empathy, which is the capacity to feel others' emotional states. Many educational contents exist for both types, and immersive virtual reality (VR) has been shown to…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Computer Games
Urban, Alex – Technology, Knowledge and Learning, 2023
Object-based learning includes the active incorporation of historic artifacts into educational environments, which may yield meaningful learning experiences. However, gaining access to artifacts and coordinating object-based curricula with museum staff pose immense challenges to educators. Furthermore, digital representations of historic artifacts…
Descriptors: History Instruction, Educational Games, Museums, Video Games
Ismael E. Espinosa-Curiel; Carlos A. Garcia de Alba-Chavez – IEEE Transactions on Learning Technologies, 2024
Serious video games provide a immersive learning environment for agriculture by simulating real-life challenges scenarios. However, empirical evidence of their effectiveness is sparse. This scoping review follows PRISMA-ScR guidelines to summarize literature on serious video games for agricultural learning, highlighting research trends and…
Descriptors: Educational Games, Agricultural Education, Video Games, Content Analysis
Robert Jesiolowski; Monique Jesiolowski – International Society for Technology, Education, and Science, 2023
Today more than ever before, we have access to new technologies which provide unforeseen opportunities for educators to pursue new innovations in online education. Pursuing innovation is a complex process! It starts with an idea, but that needs to be coupled with the right team of experts willing to take big risks and put in the hard work to build…
Descriptors: Game Based Learning, Computer Games, Educational Games, Artificial Intelligence
Nongluk Weerasiri; Pinanta Chatwattana – Journal of Education and Learning, 2025
The community-based learning model via game simulation to promote community public health diagnosis skills, or CBL model via game simulation, is a research tool that was devised based on the concepts of public health diagnosis using the seven community tools (geo-social mapping, genogram, community organization chart, local health system,…
Descriptors: Public Health, Educational Games, Computer Simulation, Game Based Learning
Ping Geng; Daniel Shen – International Society for Technology, Education, and Science, 2024
Despite the rapid advancement of virtual reality (VR) and its integration into educational settings, the adoption of metaverse learning platforms often encounters challenges. These include technical limitations and a lack of understanding of how these platforms impact learning effectiveness and user engagement. Previous studies have revealed mixed…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Technology Integration
Shawn Loewen, Editor; Frederick J. Poole, Editor; Hyun-Bin Hwang, Editor; Matthew D. Coss, Editor – Language Learning & Language Teaching, 2025
This book brings together a team of leading international scholars to explore the rich inter-section of technology and second language (L2) learning and teaching. This innovative volume offers a unique blend of cutting-edge empirical research, pedagogy-informed perspectives, and practical applications for educators, administrators, and researchers…
Descriptors: Educational Technology, Technology Uses in Education, Second Language Learning, Second Language Instruction
Alper, Ayfer; Öztas, Elif Sengün; Atun, Handan; Çinar, Dinçer; Moyenga, Moussa – International Journal of Technology in Education and Science, 2021
Changes in the lifestyles of human beings keep up with science and technology in tandem with the growth of science and technology. As in all fields, expectations are influenced by the advancement of science and technology for the use of emerging technologies in educational environments. By empowering the physical world with virtual information,…
Descriptors: Educational Research, Educational Technology, Technology Integration, Instructional Effectiveness
Rahmadi, Imam Fitri; Lavicza, Zsolt; Houghton, Tony – Contemporary Educational Technology, 2021
Educational games have great potential for learning, however the potential of user-generated microgames for supporting learning is still not completely understood. The present study reviews the design quality of user-generated microgames based on microgame design fundamentals and explores the potential of the games for facilitating learning from…
Descriptors: Educational Games, Game Based Learning, Design, Elementary School Teachers
Jiani Tong; Sitthisak Champadaeng – International Journal of Education and Literacy Studies, 2025
In this case study a digital game "Fantasy Ice Frolicking" was developed to evaluate the application of digital technology in the transmission of cultural heritage. This study adopted multiple qualitative research methods. Data were collected and analyzed through literature analysis, field research, interviews, observations, and user…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Cultural Maintenance
Chary, Mamatha; McEldoon, Katherine; Churaman, Tanya – Pearson, 2023
Pearson's Learning Foundations describe the optimal conditions for learning and reflect the learner experience Pearson hopes their products will create. Pearson does this by incorporating the Learning Design Principles. Each of the Learning Design Principles goes into detail about a key principle, supporting product design and marketing by…
Descriptors: Educational Principles, Learning, Educational Technology, Technology Uses in Education
Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students

Peer reviewed
Direct link
