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Sufiana Safiena; Yang Miang Goh – Education and Information Technologies, 2024
Traditional teaching methods like lectures can hinder the integration of theoretical knowledge and practical skills in higher education. To address this challenge, digital simulation games (DSGs) offer promising solutions through immersive and interactive learning experiences. Research shows that DSGs can motivate learners, enhance subject…
Descriptors: Authentic Learning, Undergraduate Study, Case Studies, Computer Games
Li Ye; Jingyi Li; Simin Yang; Yongxin Hang – Interactive Learning Environments, 2024
Traditional pattern teaching is an important part of the art curriculum, but the pattern are complex and difficult to learn. While schema theory focuses on the integration, understanding and construction process of knowledge, AR technology can provide a three-dimensional and dynamic display of patterns, which has been used in teaching in recent…
Descriptors: Computer Simulation, Game Based Learning, Art Education, Instructional Effectiveness
Cavalcante-Pimentel, Fernando-Silvio; Morais-Marques, Margarida; Barbosa-de-Sales-Junior, Valdick – Comunicar: Media Education Research Journal, 2022
The relationship between digital games and the mobilization of cognitive and metacognitive learning strategies deserves attention and needs research that contributes to the understanding of how these strategies can favor the teaching and learning processes. This study describes how university students over 18 years of age mobilize cognitive and…
Descriptors: Learning Strategies, Computer Games, College Students, Metacognition
Lai, Kuo-Wei Kyle; Chen, Hao-Jan Howard – Computer Assisted Language Learning, 2023
Research on vocabulary acquisition in digital game-based learning has been increasing over the years, with advancements in technology giving rise to numerous learning alternatives in second language acquisition. As virtual reality gaming offers new opportunities to explore its effectiveness in language learning, it is thus important to investigate…
Descriptors: Vocabulary Development, Game Based Learning, Second Language Learning, Second Language Instruction
Jabbari, Nasser; Peterson, Mark – Language Learning Journal, 2023
Many English as a foreign language (EFL) learners worldwide spend hours playing commercial-off-the-shelf massively multiplayer online games. They engage in a multitude of different interactions with the game environment and possibly with other gamers, using English as the predominant medium of communication. This raises the question of whether…
Descriptors: Accuracy, Video Games, English (Second Language), Second Language Learning
David Tomczyk; Atul Teckchandani – Management Teaching Review, 2025
Despite the many theories supporting experiential learning, there is little guidance on how to design effective experiential exercises. To address this gap, we adapt insights from gamification research to devise a step-by-step process that management instructors may use to design effective experiential exercises for use in face-to-face and virtual…
Descriptors: Experiential Learning, Gamification, In Person Learning, Electronic Learning
Haozhe Jiang; Deqi Zhu; Ritesh Chugh; Darren Turnbull; Wu Jin – Education and Information Technologies, 2025
As virtual reality (VR) and augmented reality (AR) continue to become popular, there remains a noticeable gap in understanding their potential for enriching science, technology, engineering, and mathematics (STEM) learning among K-12 students. To address this knowledge gap, this study systematically reviewed 117 articles published from 2010 to…
Descriptors: Computer Simulation, Technology Uses in Education, STEM Education, Elementary Secondary Education
Aranka Bijl; Sebastiaan de Klerk; Bernard P Veldkamp; Eva de Schipper; Saskia Wools – Journal of Educational Technology Systems, 2025
Workers in many vocations rely on a wide range of information to solve problems, including Dutch municipal enforcement officials (MEOs) who require this skill when planning surveillance routes. The present study focused on the development of a digital simulation game intended for assessing domain-specific information problem solving (IPS) in…
Descriptors: Foreign Countries, Career and Technical Education, Problem Solving, Computer Games
Modding Europa Universalis IV: An Informal Gaming Practice Transposed into a Formal Learning Setting
Loban, Rhett – E-Learning and Digital Media, 2021
This article explores the use of modding as a formal tool for learning history. The article examines data from a formal analysis of Europa Universalis IV (EUIV), a survey of 331 EUIV forum participants and a case study of 18 university participants. Significant quantitative survey data indicated that 45% (149/331) of participants had modified…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, College Students
Farooq Chaudhry; M. Inam ul Haq Choudhry; Afnan Bashir; Kamran ul Haq; Humza Riaz – European Journal of Physics Education, 2021
In this research article we explore the efficacy of a game-based learning approach to improve students understanding of the fundamental concepts of physics such as, heat and temperature. Heat and temperature are complex to learn by traditional learning methods. Students face complexities in learning such concepts of Physics. These complexities…
Descriptors: Game Based Learning, Science Instruction, Heat, Climate
Zazueta-Hernández, Jorge Antonio; López-Barrientos, José Daniel – Teaching Statistics: An International Journal for Teachers, 2021
This paper walks the reader through a simple mathematical characterization of the popular children's game, "Chutes and Ladders," focusing primarily on Monte Carlo simulation. The focus is then shifted to the board game "No Te Enojes" in order to analyze the implications of the introduction of strategy. The presence of strategy…
Descriptors: Games, Monte Carlo Methods, Generalization, Mathematics
Kynigos, Chronis; Grizioti, Marianthi – British Journal of Educational Technology, 2020
Although there is wide rhetoric that programming should be learnt by all as an element of computational thinking (CT), in practice, it is mostly implemented narrowly as an end in itself consisting of routine practice and traditional testing of the ability to code. This paper discusses a way in which programming could be seen through a wider…
Descriptors: Educational Games, Thinking Skills, Computation, Affordances
Kiraly, Sandor; Balla, Tamas – Acta Didactica Napocensia, 2020
Our online programming language courses have been developed for youngsters who are interested in computer programming. The courses were gamified with some common gamification elements: points, badges, incentives, immediate feedback and leaderboard. The developed Learning Management System (LMS) for our learning portal provides the chance to…
Descriptors: Programming, Computer Science Education, Educational Games, Online Courses
Moon, Jewoong; Ke, Fengfeng – Journal of Educational Computing Research, 2020
Game-based learning (GBL) has increasingly been used to promote students' learning engagement. Although prior GBL studies have highlighted the significance of learning engagement as a mediator of students' meaningful learning, the existing accounts failed to capture specific evidence of how exactly students' in-game actions in GBL enhance learning…
Descriptors: Educational Games, Game Based Learning, Mathematics Education, Learner Engagement
Chen, Chih-Hung – Educational Technology Research and Development, 2020
Although a great deal of research has evidenced the effects of proper instructional design on multimedia learning, most has focused on the cognitive aspects of learning, with little concern about the role of affective-motivational states in multimedia learning. In this study, an AR game-based learning method was designed via integrating AR…
Descriptors: Computer Simulation, Computer Games, Game Based Learning, Multimedia Instruction

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