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Naoko Taguchi; Daniel H. Dixon; Yuqing Qin; Ying Chen – Language Teaching Research, 2025
We investigated the extent to which English learners developed knowledge of pragmatically-appropriate request-making forms through task-based gameplay involving virtual dialogues with fictional professors, employers, and friends on a virtual US campus. The digital game presents players with several scenarios, asking them to select the most…
Descriptors: Game Based Learning, Undergraduate Students, Video Games, Computer Simulation
Mirjam West; Petra Baettig-Frey – Educational Technology & Society, 2025
Preserving biodiversity is vital, and early education plays a key role in fostering environmental awareness. An Augmented Reality Outdoor Mission (AROM) has been created as an innovative educational tool for children between the ages 7 and 11. AROM combines entertainment and education and is designed to engage elementary schoolchildren and…
Descriptors: Computer Simulation, Science Education, Biodiversity, Biology
Ross, Robert; Hall, Richard; Ross, Sarah – International Journal of Information and Learning Technology, 2023
Purpose: Escape room-based learning is a new educational game-based learning trend which embeds student learning within an exciting escape room scenario. Ordinarily these educational escape rooms are in a table-top format which involves learners decoding clues together around a table. In the age of a global pandemic [coronavirus disease 2019…
Descriptors: Game Based Learning, Computer Simulation, COVID-19, Pandemics
Hung, Hsiu-Ting; Yeh, Hui-Chin – Journal of Computer Assisted Learning, 2023
Background: As the concept of flipped classrooms continues to gain interest across disciplines, more research is needed to strengthen the instructional design by integrating active learning strategies and emerging technologies. Among various possibilities, little is known about how game-based learning combined with Augmented Reality (AR) can be…
Descriptors: Computer Simulation, Game Based Learning, Flipped Classroom, English (Second Language)
Marilena Bratu; Cristina Hava Muntean; Cristian Buica-Belciu; Sabina Stan; Gabriel-Miro Muntean – IEEE Transactions on Education, 2024
Contributions: This article presents the results of a study carried out as part of two large-scale pilots and analyzes the impact of the use of modern technologies in education in term of knowledge acquisition in case of students with hearing disabilities. Background: Teaching topics from STEM area is a challenging task for all teachers who have…
Descriptors: Educational Technology, Technology Uses in Education, Students with Disabilities, Hearing Impairments
Gary Wong Wai Chung; Daniel Shen Jiandong; Paulina Pui Yun Wong – International Society for Technology, Education, and Science, 2024
This study examines the effectiveness of a game-based metaverse platform in enhancing learning outcomes in economics education. Students were virtually transported back to the Great Depression within the metaverse. System data and self-assessment surveys assessed aspects such as ease of use and perceived usefulness for learning, evaluating their…
Descriptors: Game Based Learning, Economics Education, Instructional Effectiveness, Undergraduate Students
Keng-Chih Hsu; Gi-Zen Liu – Journal of Computer Assisted Learning, 2025
Background: Augmented reality (AR) emerges as a technology with considerable promise and substantial potential for pedagogical integration within language education contexts. However, there remains a scarcity of review studies exploring the best practices and principles for oral communication facilitation based on robust theoretical models or…
Descriptors: Computer Simulation, Computer Assisted Design, Verbal Communication, Language Acquisition
Omid Noroozi – International Journal of Technology in Education, 2025
The world currently grapples with ambiguity and uncertainty, facing ongoing challenges that span various aspects of life, from economic fluctuations and political instability to environmental crises and technological advancements. Confronting such ambiguity and uncertainty highlights the critical importance of equipping learners with…
Descriptors: Transformative Learning, Technology Uses in Education, Scaffolding (Teaching Technique), Computer Games
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
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
Mark F. Thouin; William E. Hefley – Journal of Information Systems Education, 2024
The product owner role is one of three key roles in the Scrum software development process. Industry demand for product owners is growing exponentially, and educators need effective techniques for teaching students the knowledge, skills, and competencies required to be effective product owners. To address this need, this Teaching Tip describes how…
Descriptors: Computer Software, Experiential Learning, Computer Simulation, Graduate Students
Sandra Elsom; Colleen Stieler-Hunt; Margaret Marshman – Interactive Learning Environments, 2024
Proponents of game-based learning see potential for the inclusion of Alternate Reality Games (ARGs) in higher education. Research has shown that an ARG can support the induction and socialisation of students but engagement in educational ARGs has been disappointing. We explored whether students could learn via an ARG embedded in curriculum: if…
Descriptors: Computer Simulation, Integrated Curriculum, Game Based Learning, Educational Games
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
Lu, Wenyi; Griffin, Joe; Sadler, Troy D.; Laffey, James; Goggins, Sean P. – Journal of Learning Analytics, 2023
The construction of prediction models reflecting players' learning performance in serious games currently faces various challenges for learning analytics. In this study, we design, implement, and field test a learning analytics system for a serious game, advancing the field by explicitly showing which in-game features correspond to differences in…
Descriptors: Educational Games, Learning Analytics, Design, Game Based Learning
Eileen McGivney – British Journal of Educational Technology, 2025
Agency, or the capacity to take intentional actions, is considered one of the primary affordances of virtual reality (VR) for learning. VR is expected to increase learners' agency because it allows for full-body interactivity from a first-person perspective, giving them novel ways of interacting with the digital environment. Yet, agency in…
Descriptors: Technology Uses in Education, Computer Simulation, Field Trips, Personal Autonomy

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