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Jewoong Moon; Unggi Lee; Junbo Koh; Yeil Jeong; Yunseo Lee; Gyuri Byun; Jieun Lim – Technology, Knowledge and Learning, 2025
This paper reviews the role of Generative Artificial Intelligence (GenAI) in transforming the landscape of educational game design. The recent rise and development of GenAI have expanded its applications in creating dynamic and interactive game systems. This review explores the potential of GenAI to craft personalized educational game designs that…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Instructional Design
Stefan E. Huber; Kristian Kiili; Steve Nebel; Richard M. Ryan; Michael Sailer; Manuel Ninaus – Educational Psychology Review, 2024
This perspective piece explores the transformative potential and associated challenges of large language models (LLMs) in education and how those challenges might be addressed utilizing playful and game-based learning. While providing many opportunities, the stochastic elements incorporated in how present LLMs process text, requires domain…
Descriptors: Artificial Intelligence, Language Processing, Models, Play
Brinley Kantorski; Kelly Bruzdewicz; Sarah Will; John A. Pollock – Discover Education, 2025
Games are a powerful tool for learning, offering unique benefits for student engagement, particularly when addressing complex or challenging topics. The general public's understanding of how vaccines are made is limited and the general public is unaware of the comprehensive research, development, and safety measures that are inherent in vaccine…
Descriptors: Educational Games, Cooperative Learning, Instructional Design, Research and Development
Yun-An Chen; Fu-Pei Hsieh; Chun-Yen Tsai – Educational Technology & Society, 2024
An intervention using the unplugged programming and storytelling (UPS) strategy was implemented in this study to cultivate students' programming learning motivation and concepts. The participants were 49 second graders at a primary school in southern Taiwan. The course was conducted for 12 lessons (40 min each lesson). A quasi-experimental design…
Descriptors: Foreign Countries, Elementary School Students, Grade 2, Computer Literacy
Bado, Niamboue – Interactive Learning Environments, 2022
The present study sought to elicit insights into pedagogical practices pertaining to the integration of digital games into teaching and learning. A review of peer-reviewed journal articles published in English over the past 10 years uncovered common pedagogical themes that were categorized into a pre-game, game, and post-game taxonomy. The…
Descriptors: Game Based Learning, Educational Games, Learning Activities, Classroom Techniques
Havva Yaman; Carla Sousa; Pedro Pinto Neves; Filipe Luz – Electronic Journal of e-Learning, 2024
In addition to being a fundamental part of human culture, games are also important for social interaction, personal growth, and development. These premises have led to a growing body of research on game-based learning (GBL) as a pedagogical advance in both formal and informal education. Even though GBL has many potential benefits, some challenges…
Descriptors: Game Based Learning, Educational Games, Teacher Attitudes, School Policy
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
Casañ Pitarch, Ricardo; Wang, Lulu – International Journal of Information and Learning Technology, 2022
Purpose: The objective of this research is to measure Chinese students' progress in gaining new vocabulary in Spanish at the B1 level after using the serious video game Guadalingo. Design/methodology/approach: A group of 30 Chinese students participated in an experiment, in which 16 of them played Guadalingo; the other 14 were used as the control…
Descriptors: Foreign Countries, Second Language Learning, Spanish, Game Based Learning
Denham, André R.; Harbour, Kristin E.; Wind, Stefanie A. – Investigations in Mathematics Learning, 2022
There is strong theoretical and empirical support for the use of digital games for learning. Despite their research support, digital games are not widely used in mathematics classrooms. One main contributor to this lack of adoption is the paucity of extant research on the extent to which mathematics teachers are using digital games, how teachers…
Descriptors: Educational Games, Computer Games, Mathematics Instruction, Mathematics Education
Luo, Zhanni; Brown, Cheryl; O'Steen, Billy – Education and Information Technologies, 2021
Gamified learning tools refer to the websites, software or mobile applications that use game design elements for educational purposes. Though theoretically promising in engaging leaners, gamified learning tools were not widely accepted in practice. This paper seeks to better understand what encourages and constrains teachers' use of gamified…
Descriptors: Intention, Teacher Attitudes, Secondary School Teachers, Game Based Learning
Anjelica B. Hart – ProQuest LLC, 2021
This qualitative research study explored the procedures and instructional practices of implementing game-based learning within a course and/or curriculum in higher education. Game-based learning is structured to integrate gameplay into a subject matter to increase a student's ability to acquire and apply knowledge to the real world. Furthermore,…
Descriptors: College Students, Game Based Learning, Educational Games, Learner Engagement
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
Higueras-Rodríguez, Lina; Medina-García, Marta; Martínez-Valdivia, Estefanía – European Journal of Educational Research, 2021
This research presents an analysis of the value given to the game as an educational resource on social networks. The purpose of this study is to analyze the discourse on Twitter of the different educational agents (teachers and other educational professionals) to know the value given to the use of this tool and how the social network is an…
Descriptors: Game Based Learning, Educational Games, Elementary School Teachers, Secondary School Teachers
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
Pondee, Phattaraporn; Panjaburee, Patcharin; Srisawasdi, Niwat – Research and Practice in Technology Enhanced Learning, 2021
In the context of the current teacher education program in Thailand, Technology Pedagogical and Content Knowledge (TPACK) framework is formally recognized as essential qualities of knowledge for a highly qualified preservice teacher in today's education. TPACK has been attracted to educational researchers for preparing preservice science teachers…
Descriptors: Preservice Teachers, Science Teachers, Foreign Countries, Technological Literacy
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