NotesFAQContact Us
Collection
Advanced
Search Tips
Laws, Policies, & Programs
United Nations Convention on…1
Assessments and Surveys
Multifactor Leadership…1
What Works Clearinghouse Rating
Showing 1 to 15 of 196 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Samah H. Almaki; Mnyero A. Gunda; Khairuddin Idris; Abdul Talib M. Hashim; Siti Rahaimah Ali – Interactive Learning Environments, 2024
Despite simulation games (SGs) being a novel pedagogical tool that can soundly represent real environments to enhance students' learning outcomes, knowledge, and skills, there is still a lack of an overview of the current theoretical understanding of using simulation games as a pedagogical method to develop K-12 learning outcomes. Taking an…
Descriptors: Literature Reviews, Content Analysis, Elementary Secondary Education, Computer Simulation
Peer reviewed Peer reviewed
Direct linkDirect link
Andreas Marougkas; Christos Troussas; Akrivi Krouska; Cleo Sgouropoulou – Smart Learning Environments, 2025
Virtual Reality has proven to be highly promising within the field of learning. Most VR learning methods do not effectively implement pedagogical models or adapt to the individual's learning style. This research aims to bridge this gap by integrating Fuzzy Cognitive Maps (FCMs), Flow Theory and Gamification within an educational Virtual Reality…
Descriptors: Computer Simulation, Computer Games, Educational Games, Computer Science Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Ince, Ebru Yilmaz; Sancak, Murat Emre – Journal of Learning and Teaching in Digital Age, 2022
Earthquakes are the movements of the earth's crust that originate in the ground, and they are one of the natural disasters that frighten people because they occur suddenly and often cause great loss of life and property. Earthquake natural disaster is the reality of Turkey and it is important to raise public awareness on this issue. Thanks to the…
Descriptors: Seismology, Foreign Countries, Educational Games, Computer Games
Peer reviewed Peer reviewed
Direct linkDirect link
Chunsong Jiang; Xuan Chen; Aiping Yu; Guiqin Liang – Education and Information Technologies, 2025
Assignments and tests are the main forms of evaluation in the educational process, students usually lose interest in boring exercises during course learning. In spired of elements from human-computer battle game, a course test system is designed to encourage students to take tests more frequently and actively to achieve better learning effect,…
Descriptors: Computer Games, Educational Games, Game Based Learning, Competition
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Torun, Berkay; Karakurt, Serdar; Aydin, Taha Bilal; Altunel, Yusuf – Turkish Online Journal of Educational Technology - TOJET, 2021
In this paper we present the result of our work on implementation of an interactive environment that can be used to develop adaptive games with animating characters. The environment is designed to run in design and run mode, whereas certain design mode characteristics are still applicable in run mode so that the player can enhance the game and…
Descriptors: Educational Games, Instructional Design, Computer Games, Computer Simulation
Peer reviewed Peer reviewed
Direct linkDirect link
Pedro Santos Bartolomé; Tom Van Gerven – European Journal of Engineering Education, 2025
The authors develop an educational simulation game for basic vapour-liquid equilibrium (VLE) to use in chemical engineering education, basing the design on educational guidelines from the active learning literature. The game is tested in three cohorts totalling 84 students, showing significant increase in a knowledge test of VLE, and positive…
Descriptors: Foreign Countries, Undergraduate Students, Chemical Engineering, Computer Simulation
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Zbigniew Gontar; Beata Gontar; Anna Pamula; Irena Patašiene; Martynas Patašius – Informatics in Education, 2025
The integration of management education with information technology tools, such as simulation games and business analysis platforms, is playing an increasingly important role in developing students' decision-making skills as well as earn and acquire best business practices. It is particularly useful to test the didactic process effectiveness by…
Descriptors: Business Education, Educational Games, Information Technology, Simulation
Peer reviewed Peer reviewed
Direct linkDirect link
Wang, Annie; Thompson, Meredith; Roy, Dan; Pan, Katharine; Perry, Judy; Tan, Philip; Eberhart, Rik; Klopfer, Eric – Interactive Learning Environments, 2022
This study focuses on an educational game titled "Cellverse," a two-player cross-platform VR project intended to teach high school biology students about cell structure and function. In "Cellverse," players work in pairs to explore a human lung cell and diagnose and treat a dangerous genetic disorder. "Cellverse" is…
Descriptors: Educational Games, Computer Games, Computer Simulation, Instructional Design
Peer reviewed Peer reviewed
Direct linkDirect link
Michael Fowler – Journal of Political Science Education, 2025
Wargames and crisis simulations can be useful pedagogical tools when deliberately used. This paper explores the spectrum of pedagogical objectives; what use are wargames for learning? What types of objectives can they explore? How do you align the learning objectives with the right type of game? The paper leverages Bloom's Taxonomy of learning as…
Descriptors: College Students, College Faculty, Educational Games, Computer Games
Peer reviewed Peer reviewed
Direct linkDirect link
Foteini Stavropoulou; Hamidreza Panjehfouladgaran; Misha Teimouri – INFORMS Transactions on Education, 2024
The COVID-19 pandemic caused a major disruption to higher education as face-to-face teaching had to shift to distance teaching overnight. In this paper, we describe the adaptation of an operations management undergraduate core module, taught to first-year students, from face-to-face delivery to emergency online delivery. In our online version, we…
Descriptors: Business Administration, Business Administration Education, Curriculum Development, Curriculum Design
Peer reviewed Peer reviewed
Direct linkDirect link
Ravyse, Werner Siegfried; Blugnaut, A. Seugnet; Botha-Ravyse, Chrisna R. – International Journal of Game-Based Learning, 2020
This study aimed to identify and rank the serious game fidelity themes that should be considered for retaining both the learning potential and predicted market growth of serious games. The authors also investigated existing links between fidelity and AI. The methodology unraveled serious game fidelity through the co-development of a theory- and…
Descriptors: Fidelity, Artificial Intelligence, Educational Games, Computer Games
Peer reviewed Peer reviewed
Direct linkDirect link
Adem Koç; Sedat Kanadli – Journal of Science Education and Technology, 2025
This study used network meta-analysis to investigate the impact of the use of interactive learning environments (ILE) tools (augmented reality (AR), virtual reality (VR), mixed reality (MIX), and interactive digital games (GAME)) in science education on learning outcomes. A total of 53 primary studies were retrieved from the literature according…
Descriptors: Interaction, Cooperative Learning, Educational Environment, Outcomes of Education
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
Direct linkDirect link
Free, Nicholas; Menendez, Hector M., III; Tedeschi, Luis O. – Education and Information Technologies, 2022
The lack of real-life experiences, such as handling livestock at a production facility (e.g., ranch), exists for a variety of reasons such as availability, liability, time, and cost, amongst others. As more students enter undergraduate animal science programs without prior exposure to animal handling, the necessity for more hands-on, real-life…
Descriptors: Educational Games, Animal Husbandry, Experiential Learning, Undergraduate Students
Peer reviewed Peer reviewed
Direct linkDirect link
Huang, Yueh-Min; Silitonga, Lusia M.; Murti, Astrid T.; Wu, Ting-Ting – Journal of Educational Computing Research, 2023
Higher-order thinking skills (HOTS) are reliable predictors of success in school and the workplace. A typical technique for encouraging higher-order thinking is to use instructional design interventions that engage learners in simple cognitive activities. Business simulation game (BSG) is one of the types of interactive learning environments that…
Descriptors: Learner Engagement, Undergraduate Students, Business Administration Education, Educational Games
Previous Page | Next Page »
Pages: 1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  10  |  11  |  ...  |  14