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Marcela Pessoa; Marcia Lima; Fernanda Pires; Gabriel Haydar; Rafaela Melo; Luiz Rodrigues; David Oliveira; Elaine Oliveira; Leandro Galvao; Bruno Gadelha; Seiji Isotani; Isabela Gasparini; Tayana Conte – IEEE Transactions on Learning Technologies, 2024
Game designers and researchers have sought to create gameful environments that consider user preferences to increase engagement and motivation. In this sense, it is essential to identify the most suitable game elements for users' profiles. Designers and researchers must choose strategies to classify users into predefined profiles and select the…
Descriptors: Educational Environment, Game Based Learning, Classification, Learner Engagement
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Noah Glaser; Lucas Jensen; Tina Riedy; Maggie Center; Jim Shifflett; Joseph Griffin – Educational Technology Research and Development, 2024
This qualitative research study aims to examine the potential of the commercially available serious game, Spiritfarer. The study focuses on the game's unique approach to serious themes and its ability to facilitate discussions about grief. A grounded theory approach was used to analyze lived experience descriptions from 54 participants. Findings…
Descriptors: Game Based Learning, Grief, Program Effectiveness, Empathy
Declan Andrew McClintock – ProQuest LLC, 2024
Serious games research shows that games can increase engagement and improve learning outcomes over traditional instruction, but the impact of specific elements of serious games has yet to be fully explored across many contexts. Additionally, many existing intervention studies omit the details of the game design and development theory that informed…
Descriptors: Outcomes of Education, Game Based Learning, Intervention, Design
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Ryan Hare; Ying Tang; Sarah Ferguson – IEEE Transactions on Education, 2024
Contribution: A general-purpose model for integrating an intelligent tutoring system within a serious game for use in higher education. Additionally, this article also offers discussions of proper serious game design informed by in-classroom observations and student responses. Background: Personalized learning in higher education has become a key…
Descriptors: Intelligent Tutoring Systems, Game Based Learning, Gamification, Student Attitudes
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Pumudu A. Fernando; H. K. Salinda Premadasa – Educational Technology & Society, 2024
Children born after 2010 are labelled as members of Generation Alpha, who currently pursue their primary education. Gamification and game-based learning methodologies have gained popularity in the global education sector in the recent past. The goal of this study is to investigate the present state of adopting gamification and game-based learning…
Descriptors: Gamification, Game Based Learning, Literature Reviews, Elementary School Students
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Yada Atanan; Amornrat Saithongdee – Journal of Education and Learning, 2024
This computer game was designed and developed to enhance the skills of high school students in balancing chemical equations. The game simulates a trip to the beach and consists of three missions, ranging from easy to difficult levels, enabling players to engage in a contextual learning experience. The objectives of this computer game development…
Descriptors: Foreign Countries, High School Students, Educational Games, Game Based Learning
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Krishna Mohan Surapaneni – Advances in Physiology Education, 2024
Recognizing the growing value of game-based learning in medical education, this study aims to evaluate the effectiveness of the innovation, "Aquilibria: The Battle to Balance," a creative narrative card and board game to help improve learners' understanding and application of the concepts of acid-base balance. In this mixed-method study,…
Descriptors: Medical Students, Medical Education, Game Based Learning, Scientific Concepts
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Lin, Yi-Ling; Chien, Shih-Yi; Su, Wei-Cheng; Hsiao, Sharon Ihan – Education and Information Technologies, 2023
There are plentiful online programming resources that enable learners to develop an understanding of conceptual knowledge and practical implementation. However, learners, especially novices, often experience difficulties locating the required information to solve the programming problems. Differ from natural language in syntax and convention,…
Descriptors: Programming, Game Based Learning, Concept Formation, Learner Engagement
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Ramos, Júlio Cesar; L'Erario, Alexandre; Mendonça, Marcio; Fabri, José Augusto; Palácios, Rodrigo Henrique Cunha – Education and Information Technologies, 2023
The freshman student's perspective on the activities performed in a data center by the network analyst is complex and intricate. These activities include the configuration of equipment and the connection between network devices. There are several issues with these activities that demand technical knowledge. Questions such as: "what does this…
Descriptors: Game Based Learning, College Freshmen, Computer Science Education, Computer Networks
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Lord, Joshua – Journal of College Science Teaching, 2023
Invasive species are a major ecological and economic problem at the global scale, and education plays a major role in raising awareness and combating these species' future spread. There are complex management and economic issues associated with preventing the spread of invasive species, and these are challenging to teach in a way that students can…
Descriptors: Game Based Learning, Ecology, Environmental Education, Cooperative Learning
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Hossein Kakejani; Alireza Farsi; Behrouz Abdoli; Hamidollah Hassanlouei – International Journal of Disability, Development and Education, 2025
The aim of the present study was to determine the effect of the game-based training program on fundamental movement skills (FMS) and working memory (WM) in male children with Down syndrome. Twenty-one children ages 9 to 11 years were assigned to either a Game-Based Training (GBT) or No-Training (NT) group. The GBT group participated in 12 sessions…
Descriptors: Preadolescents, Children, Game Based Learning, Psychomotor Skills
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Diane Apeah-Kubi – Journal of Teaching in Social Work, 2025
This article will present a case study on how game-based learning (GBL) -- a live quiz specifically, was used to support the teaching and learning in a social work practice educator program at a university in London. A GBL platform was used to create a live online quiz which was used as a tool to assess 50 trainee practice educators' (TPEs)…
Descriptors: Social Work, Counselor Training, Game Based Learning, Foreign Countries
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Camila Aparecida Errerias Fernandes Cardinali; Yandara Akamine Martins; Rodrigo Pereira Prates; Emmanuel Veríssimo de Araújo; Felipe Jose Costa Viana; Maria Eleticia de Sousa; Eduardo da Cunha Bombardi; Marcus Vinicius Chrysostomo Baldo; Maria Tereza Nunes – Advances in Physiology Education, 2025
Games and analogies can significantly enrich the learning experience when integrated with traditional expository teaching methods. With this aim, we developed "The Mystery of the Cell Kingdom," an online game designed to enhance understanding of the physiology of thyroid hormones through a medieval analogy. In the game, students are…
Descriptors: Game Based Learning, Physiology, Metabolism, Educational Games
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Aytaj Ismayilzada; Ayaz Karimov; Mirka Saarela – Journal of Interactive Learning Research, 2025
This systematic literature review explores learning analytics (LA) in serious games within virtual reality (VR) environments, focusing on studies from the International Conference on Learning Analytics and Knowledge (LAK) and the Journal of Learning Analytics (JLA). Conducted in two stages, the review identifies key domains where serious games in…
Descriptors: Educational Games, Computer Simulation, Technology Uses in Education, Instructional Effectiveness
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Jan Gunis; L'ubomir Snajder; L'ubomir Antoni; Peter Elias; Ondrej Kridlo; Stanislav Krajci – IEEE Transactions on Education, 2025
Contribution: We present a framework for teachers to investigate the relationships between attributes of students' solutions in the process of problem solving or computational thinking. We provide visualization and evaluation techniques to find hidden patterns in the students' solutions which allow teachers to predict the specific behavior of…
Descriptors: Artificial Intelligence, Educational Games, Game Based Learning, Problem Solving
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