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Lúcia Pombo; Margarida M. Marques – International Association for Development of the Information Society, 2022
This study used Bloom's Revised Taxonomy to examine 30 questions produced for a mobile quiz game with augmented reality contents to be explored in a formal learning context, in an urban green park, in Portugal. The game was co-created by 14 in-service teachers involved in a 50h training that aimed to promote the collaborative development of open…
Descriptors: Educational Games, Handheld Devices, Computer Oriented Programs, Open Educational Resources
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
Christopher J. Harris; Eric Wiebe; Shuchi Grover; James W. Pellegrino – Community for Advancing Discovery Research in Education (CADRE), 2023
This report is focused on what research and practice indicate about how assessment impacts the teaching and learning of STEM subject matter in K-12 classrooms. The intent is to take stock of what is currently known as well as what needs to be known to make classroom assessment in STEM maximally beneficial for the instructional practices of…
Descriptors: Student Evaluation, STEM Education, Educational Practices, Educational Trends
Community for Advancing Discovery Research in Education (CADRE), 2023
This is the executive summary for the full report, "Classroom-Based STEM Assessment: Contemporary Issues and Perspectives." This report is focused on what research and practice indicate about how assessment impacts the teaching and learning of STEM subject matter in K-12 classrooms. The intent is to take stock of what is currently known…
Descriptors: Student Evaluation, STEM Education, Educational Practices, Educational Trends
Rita Rodrigues; João Ferreira-Santos; Julia Draghi; Margarida M. Marques; Lúcia Pombo – International Association for Development of the Information Society, 2024
To drive effective change towards sustainable development, several courses of action have been devised, and education was pointed as a way to attain this goal. Recognizing the impact of learning in context, it is essential to develop innovative educational proposals that bring schools into other social contexts. This study aims to present, albeit…
Descriptors: Sustainable Development, Student Attitudes, Handheld Devices, Telecommunications
Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
Goi, Chai-Lee – Journal of Education for Business, 2019
The use of business simulation games plays a crucial role in teaching and learning even though it has been used for 60 years since the modern business simulation games started in 1955. Even previous studies have demonstrated the effectiveness of business simulation games used in teaching and learning; however, the major concerns that need to be…
Descriptors: Computer Games, Computer Simulation, Business Administration Education, Employment Potential
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
Taylor Milan Kessner – ProQuest LLC, 2021
This dissertation takes up the topic of simulations in social studies education. Though simulations are taken up widely by social studies educators, and though they are described as best practice in social studies standards documents and teacher evaluation rubrics, the term lacks specificity. Additionally, design, research, and implementation…
Descriptors: Social Studies, Computer Simulation, Game Based Learning, Educational Games
Jiménez, Cristina; Arís, Nuria; Magreñán Ruiz, Ángel Alberto; Orcos, Lara – Education Sciences, 2020
One of the main objectives in mathematics education is to motivate students due to the fact that their interest in this area is often very low. The use of different technologies, as well as gamification in the classroom, can help us to meet this goal. In this case, it is presented the use of two techniques, which are a digital escape room, using…
Descriptors: Computer Simulation, Mathematics Education, Algebra, Secondary School Students
Sezgin, Sezan – Turkish Online Journal of Distance Education, 2020
This systematic review investigates two foci: identifying the ongoing status of smart personal digital assistants in educational contexts and the possible relationship between smart personal digital assistants and gamification elements. This relationship is expressed in almost two new figurative terms, namely, robo-sapiens and robo-ludens and the…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Telecommunications
Parong, Jocelyn; Mayer, Richard E. – Applied Cognitive Psychology, 2020
Summary The goal of the present study was to examine the effects of playing an immersive virtual reality game that included a collection of gamified cognitive tasks, "Cerevrum," on specific components of cognition, including perceptual attention, mental rotation, working memory, visualization, visual field of view, and visual processing…
Descriptors: Cognitive Processes, Cognitive Development, Educational Games, Training
Glass, Graham – Childhood Education, 2022
Pandemic-related lockdowns and school closures took education into the virtual sphere. Hence, educators of all grades had to adapt to the challenges of remote learning by including digital tools in their teaching strategies. The global pandemic added a mandatory digital layer to the task of motivating students. Education technologies (edtech) and…
Descriptors: Recreational Activities, Leisure Time, Program Design, Educational Experience

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