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de Vero, Ivo; Barr, Matthew – International Journal of Game-Based Learning, 2023
Designing an intervention that can effectively develop critical thinking skills is challenging because of the problems of transfer and domain specificity. The authors describe the design and development of a text-based game that could teach players important critical thinking skills in the domain of history. This was achieved by combining Schon's…
Descriptors: History Instruction, Game Based Learning, Critical Thinking, Thinking Skills
Norphealey Eang; Sirirat Petsangsri; John Morris – LEARN Journal: Language Education and Acquisition Research Network, 2025
English writing and critical thinking are not only fundamental to academic success but also play a crucial role for the holistic development of primary students. This study investigated the effects of a cloud-based gamified instruction integrating peer assessment on primary student English writing and critical thinking. A pre- and post-test with a…
Descriptors: Game Based Learning, Computer Software, Grade 6, Critical Thinking
Ye, Chao; Gao, Yang; Yu, Jie; He, Yixu – Journal of Geography in Higher Education, 2021
Using games to teach is an interesting and worthwhile practice; however, the couplet game has not been described before. In this study, first-year students played a couplet game with their teacher at the end of the course. Each student was asked to summarize and write individual opinions on human geography in one keyword; then, the teacher wrote…
Descriptors: Geography Instruction, Human Geography, Instructional Effectiveness, Game Based Learning
Nkadimeng, Mahlatse; Ankiewicz, Piet – Journal of Science Education and Technology, 2022
Video games are a medium most students are familiar with; thus, they can be used as educational tools to meet the needs of twenty-first-century students. Given the popularity of video games with teenagers, they can be incorporated as educational tools in the science classroom. However, the affordances of using Minecraft Education (Minecraft…
Descriptors: Video Games, Game Based Learning, Junior High School Students, Science Instruction
Amarpreet Singh Gill; Derek Irwin; Pinzhuang Long; Linjing Sun; Dave Towey; Wanling Yu; Yanhui Zhang; Yaxin Zheng – Interactive Technology and Smart Education, 2025
Purpose: This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and manufacture programs at a Sino-foreign international university. The authors use an augmented reality game application within a class on Design for Manufacturing and…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Student Motivation
Taja-on, Evan P. – Online Submission, 2019
Game-based learning includes instruction and discipline that inculcates authentic game experiences (Cicchino, 2015). This research investigated the use of game-based learning on enhancing the critical thinking of college mathematics students enrolled in the subject Mathematics in the Modern World for the time span of 5 months. The Study Utilized…
Descriptors: Game Based Learning, Critical Thinking, Mathematics Activities, Mathematical Logic
Yu, Zhonggen; Gao, Mingle; Wang, Lifei – Journal of Educational Computing Research, 2021
While educational games have been increasingly popular in education, insufficient studies have comprehensively reviewed their effectiveness. To complement this missing link, this study explored game-based learning outcomes including academic achievements, problem-solving, and critical thinking abilities, knowledge, learning efficiency, skills,…
Descriptors: Instructional Effectiveness, Educational Games, Game Based Learning, Student Motivation
Duncan, Keri J. – TechTrends: Linking Research and Practice to Improve Learning, 2020
This mixed-methods study examined student engagement and the development of twenty-first-century learning skills of collaboration, communication, creativity and critical thinking for Grade 3 students who used immersive game-based learning activities using Breakout EDU strategies compared to students who used traditional small-group methods. BOEDU…
Descriptors: Educational Technology, Technology Uses in Education, 21st Century Skills, Cooperation
Qian, Meihua; Clark, Karen – AERA Online Paper Repository, 2016
Both 21st century skills and game-based learning have been gaining an enormous amount of attention from researchers and practitioners. While some researchers are trying to develop educational games in hopes of promoting students' 21st century skill development in schools, little has been understood regarding the positive impact of games on…
Descriptors: Game Based Learning, 21st Century Skills, Learning Theories, Skill Development
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2018
For the forty-first time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Kansas City, Missouri. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains twenty-seven…
Descriptors: Educational Technology, Technology Uses in Education, Migrant Education, Adult Education

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