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Showing 1 to 15 of 107 results Save | Export
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Miguel Sicart – American Journal of Play, 2025
To Brian Sutton-Smith's catalogue of seven play rhetorics in his influential work, "The Ambiguity of Play," the author adds an eighth category--the rhetoric of computational play, connecting the research field of game studies with other forms of play studies. By proposing this rhetoric, Sicart seeks to consolidate the relation between…
Descriptors: Play, Game Based Learning, Computer Games, Corporations
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Senad Orhani; Kyvete Shatri – Educational Process: International Journal, 2025
Background/purpose: In the modernized society with advanced technology, as education becomes increasingly dependent on information technology, there is a need to prepare the next generation of students with a wide variety of skills and abilities necessary for future scientific careers. Modern educational challenges include the task of engaging…
Descriptors: Computer Games, Technology Uses in Education, Game Based Learning, Student Motivation
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Gihan S. Edirisinghe; Maria A. M. Trindade; Lan Luo – Decision Sciences Journal of Innovative Education, 2024
The COVID-19 pandemic forced instruction into remote formats, rendering active learning efforts in business classrooms infeasible. In response, we adopt a novel model for interactive classroom activities by hosting classroom games on Google Sheets, the free and widely used cloud-based spreadsheet application. First developed for a synchronous Zoom…
Descriptors: Internet, Computer Software, Interaction, Computer Mediated Communication
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Chen, Man-Ying; Tang, Joni Tzuchen – Education and Information Technologies, 2023
In higher education, many universities in Taiwan let college students learn excel in a self-directed way. The current axle of the Excel curriculum mainly relies on self-directed learning. In the study, we designed the digital game "Legendary Wizard Excel" and took a certified Excel textbook as the research tool. The game we designed…
Descriptors: Video Games, Computer Software, College Students, Comparative Analysis
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Vizcaíno, Aurora; García, Félix O.; Menéndez, Víctor Hugo; Manjavacas, Antonio; Márquez, Rubén; Molina, Marta – ACM Transactions on Computing Education, 2023
Project managers tend to confront multiple challenges in Global Software Development (GSD), including misunderstandings about the project requirements, complex estimations of costs, risks, and efforts, along with increases in task allocation and a lack of coordination. "Soft skills" play a fundamental role in solving these challenges, as…
Descriptors: Educational Games, Game Based Learning, Program Administration, Administrators
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Fernando Almeida; Zoltan Buzady – Technology, Knowledge and Learning, 2024
This study explores the contribution of serious game teaching technology, such as FLIGBY, to the development of entrepreneurial learning outcomes in the context of an entrepreneurship course in higher education. The sample is composed of 551 students through the construction of a randomized pretest-posttest control group. A quantitative…
Descriptors: Entrepreneurship, Outcomes of Education, Comparative Analysis, Game Based Learning
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Chatchadaporn Pinthong; Natpawee Poungkaew; Titapa Ampaipis; Jirapipat Thanyaphongphat; Panu Pimviriyakul; Somchart Maenpuen – Journal of Chemical Education, 2024
The coronavirus (COVID-19) pandemic prevented students from attending on-site classes. Consequently, their face-to-face interactions decreased. Thus, it became crucial to design learning activities to enhance the motivation of students and inspire them to achieve the desired learning outcomes during the long disruption of on-site classes. Mobile…
Descriptors: Undergraduate Study, Educational Games, Game Based Learning, Learning Activities
Malone, Mac – ProQuest LLC, 2023
We analyze the thesis that a fully immersive gamified learning platform benefits students, improving their enjoyment, time management, and performance by engaging them with the subject matter. We assert that an immersive experience centered around a true game produces better results than exercises with just a few gamified elements (e.g., points,…
Descriptors: Game Based Learning, Teaching Methods, Time Management, Learner Engagement
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Alexandra Rysul'ova – NORDSCI, 2023
Virtual worlds, like Second Life, are transformative innovations in education. These immersive 3D environments offer teachers and students unique opportunities beyond traditional classrooms. They foster active learning, allowing students to interact, manipulate objects, and engage with diverse content. This multimodal approach accommodates various…
Descriptors: Information Security, Computer Simulation, Barriers, Teaching Methods
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Kassem Hallal; Sami Tlais – Journal of Chemical Education, 2023
Educational games are effective learning tools frequently used to motivate students and enhance their engagement in the learning process. Using these games in challenging courses, such as organic chemistry, creates a more engaging and student-friendly learning environment that can enhance students' learning. Drawing organic compounds and…
Descriptors: Organic Chemistry, Science Instruction, Puzzles, Teaching Methods
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Gordillo, Aldo; Lopez-Fernandez, Daniel; Tovar, Edmundo – IEEE Transactions on Education, 2022
Contribution: This article compares the effectiveness for online software engineering education of video-based learning and game-based learning using teacher-authored educational video games created by using authoring tools. Background: Although substantial research has evaluated the impact of video-based and game-based learning versus traditional…
Descriptors: Computer Software, Video Games, Game Based Learning, Program Effectiveness
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Güliz Sahin – Journal of Educational Technology and Online Learning, 2023
The study aims to explore the perspectives of primary school teacher candidates who attend Turkish Language Teaching courses on their experiences of developing digital educational escape room games (DEERGs). Phenomenology design, one of the qualitative research methods, was utilized. The study group comprised 48 primary school teacher candidates…
Descriptors: Foreign Countries, Preservice Teacher Education, Preservice Teachers, Elementary Schools
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Jarrah, Adeeb M.; Almassri, Haneen; Johnson, Jason D.; Wardat, Yousef – EURASIA Journal of Mathematics, Science and Technology Education, 2022
The United Arab Emirates' vision of the 2021 National agenda aimed that its students rank among the best in the world in mathematics and the sciences. However, fractions remain a challenging topic for both teachers and students. The purpose of this study was to investigate the impact of using digital games-based learning (ABACUS) on students'…
Descriptors: Video Games, Game Based Learning, Mathematics Achievement, Fractions
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Imam Fitri Rahmadi; Zsolt Lavicza; Selay Arkün Kocadere; Tony Houghton; Jonathan Michael Spector – Educational Technology Research and Development, 2024
Although user-generated microgames, defined as very simple games made by non-professionals on open platforms, are popular and appear to have considerable advantages in facilitating learning, further exploration is needed to establish their potential in instructional practices. The present study investigates the design, participation and experience…
Descriptors: Educational Games, Educational Technology, Computer Oriented Programs, Open Education
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Mehmet Donmez; Kursat Cagiltay – Educational Technology & Society, 2024
This study investigated the design processes for developing eye training materials for children with low vision (CLV) using computer game applications based on eye movement tracking to enhance their vision skills. The primary aim was to create interactive eye training materials tailored to improve CLV's vision abilities. Employing a design-based…
Descriptors: Eye Movements, Visual Impairments, Parent Attitudes, Special Education Teachers
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