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Zhihui Cai; Caiyan Liu; Jieni Zhan; Zhikeng Wang; Xin Hao; Si Zhang; Xinjie Chen – Journal of Computer Assisted Learning, 2025
Background: Attention has been paid to collaboration in digital game-based learning, as it fosters interaction and student engagement, thereby enhancing learning outcomes. Previous findings about the effect of collaboration in digital game-based learning were inconsistent, and few studies have explored the underlying mechanisms, particularly…
Descriptors: Cooperative Learning, Computer Games, Game Based Learning, Learning Experience
I-Fan Liu – Computer Assisted Language Learning, 2024
This study developed a realistic, interactive English blockade-running game that integrates virtual environments and mobile devices to conduct a collaborative and competitive contest to promote English learning among technical college students. In addition, it also explored students' learning effectiveness, perception of peer collaboration, and…
Descriptors: Foreign Countries, Vocational Schools, Technical Institutes, College Students
Halim Acosta; Seung Lee; Bradford Mott; Haesol Bae; Krista Glazewski; Cindy Hmelo-Silver; James Lester – International Educational Data Mining Society, 2024
Collaborative game-based learning offers opportunities for students to participate in small group learning experiences that foster knowledge sharing, problem solving, and engagement. Student satisfaction with their collaborative experiences plays a pivotal role in shaping positive learning outcomes and is a critical factor in group success during…
Descriptors: Cooperative Learning, Game Based Learning, Learning Analytics, Prediction
Charlotte Pierce; Clinton J. Woodward; Andrew Trevillian; Q. Tien Pham – ACM Transactions on Computing Education, 2025
Capstone courses, where students work on a large group project at the end of their degree, are common in computing. Many accreditation and industry bodies explicitly require or recommend them. Over the past two decades, capstone courses specifically focused on game development have become increasingly popular. Game development offers students the…
Descriptors: Foreign Countries, Computer Science Education, Programming, Design
Dana Kube; Sebastian Gombert; Nathalie John; Joshua Weidlich; Karel Kreijns; Hendrik Drachsler – Journal of Computer Assisted Learning, 2024
Background: Gender and gender diversity are group features affecting social interaction and are critical for gender-inclusive and equitable education. As such, the role of gender and gender diversity is of particular relevance to computer-supported collaborative learning (CSCL). However, up until now, research on this topic in CSCL remains scarce.…
Descriptors: Sexual Identity, Sex Role, Gender Differences, Gender Issues
Kirsi Syynimaa; Kirsi Lainema; Timo Lainema – International Journal of Technology in Education, 2024
The application of digital game-based learning (GBL) methods has lately received more attention in higher education (HE). An extensive body of previous investigations has recognised the potential of instructional games to advance the learning of appropriate work life skills. However, there seems to be a lack of understanding in the current…
Descriptors: Foreign Countries, Undergraduate Students, Game Based Learning, Educational Games
Alperen Ceylan; Sumeyra Akkaya – International Technology and Education Journal, 2024
The aim of this study is to systematically examine graduate studies on digital game addiction in the field of education. Document analysis technique was used in the study. The 57 graduate studies included in the study were determined by criterion sampling. The data obtained was analyzed using content analysis. As a result of the study, it was seen…
Descriptors: Foreign Countries, Graduate Students, Computer Games, Addictive Behavior
Shaikh, Rafikh Rashid; G., Nagarjuna; Gupta, Ayush – Education and Information Technologies, 2023
Networked computers can potentially support classrooms to be more interactive. It can help students share representations amongst themselves and work together on a shared virtual activity space. In research on the role of shared screens or shared virtual workspace in learning settings, there has been less attention paid to contexts where learners…
Descriptors: Technology Uses in Education, Computer Assisted Instruction, Computer Games, Mathematics Education
Kaimara, Polyxeni; Fokides, Emmanuel; Oikonomou, Andreas; Deliyannis, Ioannis – Education and Information Technologies, 2022
Digital educational games (DEGs) constitute an effective teaching approach, particularly when they are used in combination with collaborative learning scenarios. However, when changes are made in the teaching and learning process, teachers are responsible to apply and realize them in practice. Therefore, it is vital to understand their views and…
Descriptors: Teaching Methods, Educational Technology, Computer Games, Educational Games
Janakiraman, Shamila; Watson, Sunnie Lee; Watson, William R. – TechTrends: Linking Research and Practice to Improve Learning, 2021
Environmental sustainability education should create eco-awareness and produce pro-environmental behaviors. Traditional instructional methods create eco-awareness but do not make people act. Purposefully designed digital games for attitudinal instruction provide cognitive knowledge, engage learners emotionally by showing the consequences of…
Descriptors: Computer Games, Educational Games, Environmental Education, Cooperative Learning
Sandberg, Magnus H.; Silseth, Kenneth – E-Learning and Digital Media, 2021
Henrik Ibsen's play "Peer Gynt" digs deep into the question of what it means to be oneself. An upcoming computer game version invites players to take on the role of Peer and thereby raises new questions about identity and identification. By recording dyads of students who play an early version of the game and analysing their interaction…
Descriptors: Computer Games, Classics (Literature), Educational Games, Role Playing
Riivari, Elina; Kivijärvi, Marke; Lämsä, Anna-Maija – Educational Technology Research and Development, 2021
Our study examined using a computer-based learning game as a tool to facilitate teaching and learning teamwork skills. The game was applied to an undergraduate level human resource management course at a business school in Finland. We focused on students' experiences and key learning outcomes of collaborative learning of teamwork skills through…
Descriptors: Computer Games, Cooperative Learning, Teamwork, Teaching Methods
Baek, Youngkyun; Touati, Achraf – Journal of Educational Computing Research, 2020
This article reports an empirical study that explores gender differences in both cooperative and collaborative social gaming in relation to achievements and attitudes. Another aim was to compare students' game attitudes, feelings toward group work, and achievements in cooperative versus collaborative digital game-based learning environments. One…
Descriptors: Foreign Countries, Elementary School Students, Games, Play
Effects of Collaborative Digital Gameplay on Students' Three Dimensions of Engagement in Mathematics
Sun, Liping; Ruokamo, Heli; Kangas, Marjaana; Siklander, Pirkko – International Journal of Game-Based Learning, 2022
This study attempts to provide an in-depth understanding of the influence of collaborative digital gameplay on students' behavioural, emotional and cognitive engagement in mathematics. This mixed-method study used pre- (N = 45) and post-test (N = 43) engagement surveys and photo-elicitation interviews (N = 6) to investigate how a six-day…
Descriptors: Cooperative Learning, Computer Games, Play, Mathematics Instruction
A Collaborative, User-Based Approach to Developing Science-Communication Resources Using 'Minecraft'
Hobbs, Laura; Holyman, Sam; Payne, M.; Ricketts, Yasmin; Stevens, Carly – School Science Review, 2020
Science Hunters is a UK outreach project that uses "Minecraft" (a computer game that allows children to build with a wide range of blocks) to engage children with science. Sessions are based on a range of science topics and include practical activities. A new topic, on bioluminescence, was designed in collaboration with staff and…
Descriptors: Cooperative Learning, Computer Games, Science Activities, Elementary School Science

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