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Elina Jääskä; Jaakko Kujala; Kirsi Aaltonen – Cogent Education, 2023
The earned value management (EVM) is a project management method for monitoring and controlling project expenditure and progress. Teaching EVM is challenging as the method may appear theoretical, mathematical, and disconnected from the uncertainty of real-life projects. Educational games have been suggested as one method to influence students'…
Descriptors: Game Based Learning, Program Administration, Program Effectiveness, Educational Games
Rich Paul Cooper; Jonan Phillip Donaldson; Mahjabin Chowdhury; Jonathan M. Mitchell – International Journal of Designs for Learning, 2024
"The Ballad of Proxima-B" is an educational RPG that promotes learning and collaboration. Students contribute to world-building and game mechanics, creating fictional worlds and characters, including a dystopian Earth, the planet Proxima-B, and alien races. The game incorporates constructivist, constructionist, and Dynamic Systems Model…
Descriptors: Educational Games, Game Based Learning, Role Playing, Science Fiction
Integration of Game-Based Learning to Teach Levels of Measurement in Research Methods and Statistics
Storm, Colin H.; Penner, Anna – Communication Teacher, 2023
Students typically find research methods and statistics classes intimidating. In particular, learning different types of data measurement and operationalization can take significant time and practice to understand. Utilizing a pedagogical approach that turns a party game into a fun exercise, students collaboratively learn to operationalize…
Descriptors: Research Methodology, Statistics, Game Based Learning, Educational Games
Carolina Alcantar-Nieblas; Leonardo David Glasserman-Morales; Ernesto Armando Pacheco-Velazquez; Sergio Augusto Ramírez Echeverri – Journal of Applied Research in Higher Education, 2025
Purpose: The present study examined the psychometric properties of the EGame-flow scale in a Mexican sample, presenting evidence of construct validity (exploratory factor analysis and confirmatory factor analysis), reliability (Cronbach's alpha and McDonald's omega) and discriminant validity (mean variance extracted). Design/methodology/approach:…
Descriptors: Psychometrics, Test Validity, Test Reliability, Foreign Countries
Soheilan, Sepideh S.; Shaffer, Katharine S.; Schoepf, El H.; Eyssell, Kristen M.; Farley, Sally D. – Journal of Campus Activities Practice and Scholarship, 2023
College students are reflective of a culturally diverse population and hold a wide range of cultural identities. As such, faculty and campus activities professionals alike, are constantly striving to meet the needs of an increasingly diverse student population. Socioeconomic status (SES) and social class are cultural variables that need more…
Descriptors: Psychological Patterns, Social Systems, Bias, Power Structure
HajiMoradkhani, Hadise; Mashayekh, Shahnaz; Khodabandelou, Rouhollah – International Journal of Game-Based Learning, 2023
This study aimed to develop and evaluate a digital instructional game application for learning the basic concepts of the accounting principles in an introductory accounting course. The game was designed using the Unity engine and Griss instructional design model. Based on the model, game characteristics were embedded in educational content. The…
Descriptors: Video Games, Game Based Learning, Introductory Courses, Accounting
Pitchada Prasittichok; Suradet Jitprapaikulsarn; Khawanying Sriprasertpap; Gwo-Jen Hwang – Cogent Education, 2024
Fostering students' knowledge and courage to face illegal or immoral problems is a critical aim in educational settings. However, it is challenging for students who lack knowledge and social experience to comprehend the sins behind the immoral cases and have the moral courage to deal with those problems. Therefore, in the present study, an…
Descriptors: Computer Simulation, Educational Games, Game Based Learning, Ethics
He´ctor Garci´a-Ortega; Chloe´ Lhardy; Jesu´s Gracia-Mora; Armando Mari´n-Becerra; Miguel Reina; Antonio Reina – Journal of Chemical Education, 2022
Educational games have consistently proved that they are valuable didactic instruments, which can contribute to teaching and learning in an enjoyable background. In organic chemistry courses, considerable effort has been made to encourage the learning of nomenclature, an important topic, often perceived as complex, boring, and unconnected to other…
Descriptors: Organic Chemistry, Educational Games, Foreign Countries, Universities
Sunny Kwok; Rachel Childers – Biomedical Engineering Education, 2023
Commercial escape rooms have grown in popularity as an enjoyable experience that also doubles as an exercise in communication and collaboration. Educators can take advantage of these natural qualities to engage and support students in a low-stress learning environment. The primary goal of this study is to share the development and application of…
Descriptors: Educational Games, Biomedicine, Engineering, Program Development
Krishnan, Sunanthiny; Blebil, Ali Qais; Dujaili, Juman Abdulelah; Chuang, Sara; Lim, Angelina – Education and Information Technologies, 2023
As we enter a world of blended learning in higher education, an increased need for adaptation of teaching strategies to enhance engagement has been recognised to amplify learning outcomes online. Gamification has been identified as a creative tool to engage the current cohort of learners who are also characteristically tech-savvy. To this end,…
Descriptors: Educational Games, Pharmaceutical Education, Pharmacology, Game Based Learning
Anisimov, Aleksey; Inshakova, Agnessa – Contemporary Educational Technology, 2022
The use of educational computer games in the context of the coronavirus pandemic is becoming increasingly popular in the educational process when studying a variety of disciplines. And if practical steps have been taken in this direction in technical, pedagogical, and some other sciences, then there is a doctrinal and practical gap in the teaching…
Descriptors: Educational Games, Computer Games, Game Based Learning, Legal Education (Professions)
Zhong, Lin – Smart Learning Environments, 2022
While role-playing games and personalized learning have been regarded as effective tools to improve students' learning, incorporating personalized learning into role-playing games is challenging and approaches are limited to cognitive and motivational variables. Aiming at expanding approaches to incorporate personalization into role-playing games,…
Descriptors: Individualized Instruction, Role Playing, Cognitive Processes, Difficulty Level
Layth, Heather-Ann – Teaching Sociology, 2023
First-generation and working-class (FGWC) students bring a different set of life experiences to the classroom than students of privilege. As an instructor from an FGWC background, I use the poverty simulation game Spent! to make economic stratification understandable to students who have led lives of economic privilege and bring FGWC…
Descriptors: First Generation College Students, Working Class, College Students, Student Experience
Elizabeth Caravella – Composition Forum, 2023
Responding to the call for embracing mêtis in the classroom, this piece puts scholarship on embodiment and emergent gameplay in conversation with one another to explore a potential means of cultivating "mêtic" intelligence in the composition classroom by empirically examining how the open world game "The Legend of Zelda: Breath of…
Descriptors: Rhetorical Theory, Rhetoric, Writing (Composition), Class Activities
Ragad M. Tawafak; Waleed Mugahed Al-Rahmi; Abdulrahman Alshimai; Ibrahim Yaussef Alyoussef; Ayad Aldaijy – Contemporary Educational Technology, 2025
The importance of gameplay extends beyond mere entertainment, playing a crucial role in shaping behavioral intentions (BIs) in various contexts. This research aims to discover how digital gameplay influences students' BIs, mainly in the context of technology adoption in education. The main objective is to investigate the impact of digital gameplay…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Computer Games