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Brooks, Eva; Sjöberg, Jeannette – Designs for Learning, 2022
The presence of digital technologies in classroom settings is relentlessly getting stronger and has shown to have powerful playful qualities. In recent years, digital game-based learning (DGBL) has been introduced in schools. In this paper we explore game-based design activities to unfold playful and creative actions and interactions among…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Game Based Learning
Chen, Cheng-Chia; Huang, ChingChih; Gribbins, Michele; Swan, Karen – Online Learning, 2018
"Gamified" active learning has been shown to increase students' academic performance and engagement and help them make more social connections than standard course settings. However, the costs to use an educational game design with efficient delivery of the game/course plan can be problematic. Our first objective was to evaluate the…
Descriptors: Management Systems, Computer Games, Educational Games, Costs
Lauc, Tomislava; Jagodic, Gordana Kuterovac; Bistrovic, Jelena – International Journal of Instruction, 2020
The study examined motivation and learning outcomes of the use of multimedia instructional message during the introductory part of 18 lessons of school subject Nature and Society in 4th grade. Learning outcomes were measured by immediate knowledge tests and global exams. The multimedia model was developed containing activities used either through…
Descriptors: Foreign Countries, Multimedia Instruction, Multimedia Materials, Learning Motivation
Say, Serkan; Ucak, Esra; Aldan Karademir, Çigdem; Çekbas, Yüksel – Online Submission, 2015
In this research, the effect of playing a computer game individually or in a group on students' academic achievements was investigated. In addition, it was determined that whether students gender significantly differ or not according to playing the computer game individually or in a group. In this study, among the experimental research designs,…
Descriptors: Foreign Countries, Computer Games, Educational Games, Middle School Students
Kim, Heesung; Ke, Fengfeng; Paek, Insu – Technology, Pedagogy and Education, 2017
This experimental study was intended to examine whether game-based learning (GBL) that encompasses four particular game characteristics (challenges, a storyline, immediate rewards and the integration of game-play with learning content) in an OpenSimulator-supported virtual reality learning environment can improve perceived motivational quality of…
Descriptors: Educational Games, Virtual Classrooms, Elementary School Students, Grade 4
Byun, Chong Hyun Christie – Journal of the Scholarship of Teaching and Learning, 2014
The importance of active learning in the classroom has been well established in the field of Economic education. This paper examines the connection between active learning and performance outcomes in an Economics 101 course. Students participated in single play simultaneous move game with a clear dominant strategy, modeled after the Prisoner's…
Descriptors: Active Learning, Learning Activities, Correlation, Performance Based Assessment
Sipiyaruk, K.; Gallagher, J. E.; Hatzipanagos, S.; Reynolds, P. A. – Technology, Knowledge and Learning, 2017
Serious gaming claims to provide an interactive and motivational approach to learning; hence, it is being increasingly used in various disciplines, including dentistry. GRAPHIC (Games Research Applied to Public Health with Innovative Collaboration)-II, a serious game for dental public health, was used by dental undergraduates at King's College…
Descriptors: Critical Thinking, Decision Making Skills, Undergraduate Students, Dental Health
Hsiao, Hsien-Sheng; Chang, Cheng-Sian; Lin, Chien-Yu; Chang, Chih-Chun; Chen, Jyun-Chen – Australasian Journal of Educational Technology, 2014
This study demonstrates the effectiveness of using multi-touch tabletop collaborative game (MTCG) as a collaborative learning platform, in which multiple students can play games using a digital surface. The learning performance of participants is also explored, along with their related behaviours and their experiences. Consisting of 49 Taipei…
Descriptors: Educational Games, Cooperative Learning, Grade 5, Elementary School Students
Poondej, Chanut; Lerdpornkulrat, Thanita – Australian Educational Computing, 2016
In the literature, the potential efficacy of the gamification of education has been demonstrated. The aim of this study was to explore the influence of applying gamification techniques to increase student engagement in learning. The quasi-experimental nonequivalent-control group design was used with 577 undergraduate students from six classes. The…
Descriptors: Foreign Countries, Undergraduate Students, Educational Games, Learning Activities
Sun-Lin, Hong-Zheng; Chiou, Guey-Fa – Educational Technology & Society, 2017
This study examined the interaction effects of self-explanation and game-reward strategies on sixth graders' algebra variable learning achievement, learning attitude, and meta-cognitive awareness. A learning system was developed to support the learning activity, and a 2×2 quasi-experiment was conducted. Ninety-seven students were invited to…
Descriptors: Algebra, Grade 6, Mathematics Achievement, Student Attitudes
Coelho, Daniela; Andrade, Ana Isabel; Portugal, Gabriela – Language Awareness, 2018
This article reports a study which examined the effects of an "Awakening to Languages" (AtL) programme on preschool children's language abilities. This programme aimed at exposing children to language and cultural diversity as well as promoting positive attitudes towards different languages and cultures amongst children. However,…
Descriptors: Preschool Children, Metalinguistics, Communication Skills, Syntax
Rajotte, Thomas; Marcotte, Christine; Bureau-Levasseur, Lisa – Universal Journal of Educational Research, 2016
In recent decades, the dropout rate in Abitibi-Témiscamingue is a worrying phenomenon. An analysis of ministerial examination results identifies that students in Abitibi-Témiscamingue have specific difficulties with mathematical problem solving tasks. Among the activities that develop those skills, the daily routines in mathematics seem to be a…
Descriptors: Foreign Countries, Dropout Rate, Mathematics Skills, Mathematics Instruction
Chu, Hui-Chun; Hung, Chun-Ming – International Journal of Distance Education Technologies, 2015
In this study, the game-based development approach is proposed for improving the learning motivation, problem solving skills, and learning achievement of students. An experiment was conducted on a learning activity of an elementary school science course to evaluate the performance of the proposed approach. A total of 59 sixth graders from two…
Descriptors: Educational Games, Educational Technology, Teaching Methods, Elementary School Science
Korkmaz, Özgen – Malaysian Online Journal of Educational Sciences, 2016
The aim of this study was to investigate the effect of the Scratch and Lego Mindstorms Ev3 programming activities on academic achievement with respect to computer programming, and on the problem-solving and logical-mathematical thinking skills of students. This study was a semi-experimental, pretest-posttest study with two experimental groups and…
Descriptors: Foreign Countries, College Students, Programming, Computer Science Education
Vu, Phu; Crow, Sherry R.; Fredrickson, Scott – Online Journal of Distance Learning Administration, 2014
This study examined the impact of adding game elements on students' performances in an online learning setting. Two intact online graduate level course sections were chosen for this study. Each course sections had 18 students. The results of the study showed that there were significant differences in the time students spent in their courses and…
Descriptors: Games, Online Courses, Electronic Learning, Educational Strategies
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