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Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
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Hasan Güler; Yunis Sahinkayasi; Hamide Sahinkayasi – African Educational Research Journal, 2023
This study aims to clearly describe how to design and develop a digital game with a concrete example for preschoolers to acquire Self-Care Skills (SCS). The study is in the model of design-based developmental research and includes such participants as subject-matter experts, practitioner teachers, and preschoolers in the development steps. RETRO…
Descriptors: Foreign Countries, Video Games, Preschool Children, Daily Living Skills
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Serhat Güzel; Cevdet Yilmaz – JALT CALL Journal, 2025
Gamification has been studied in the context of English as a foreign language (EFL) teaching as an intriguing approach, and its impact on language skills and motivational states of learners has been an area of interest; however, further experimental and qualitative accounts on the matter are still required. Additionally, the construct of 'self' as…
Descriptors: Gamification, English (Second Language), Second Language Instruction, Program Effectiveness
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Akman, Emrah; Çakir, Recep – Interactive Learning Environments, 2023
Recently, virtual reality seems to be deevloping rapidly. However, it can be said that virtual reality is in the early days of adoption for education. Studies show that using virtual reality in education can positively affect students' learning experiences. In this study, the effect of an educational virtual reality game, named "Kesfet…
Descriptors: Educational Technology, Computer Simulation, Elementary School Students, Mathematics Achievement
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Güzel, Serhat – Journal of Educational Technology and Online Learning, 2023
With the advances in understanding contemporary instruction and the emphasis on online learning, alternative ways to keep instruction functional are sought constantly. Gamified environments are among the most widespread techniques used to enrich online instructional experiences due to motivation and engagement dimensions. In this context, the…
Descriptors: English (Second Language), Second Language Instruction, Language Teachers, Preservice Teachers
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Kenanoglu, Dilan; Duran, Munise – Asian Journal of Education and Training, 2021
The aim of this study is to analyze the effect of Traditional Game Education Program (TGEP) on language development of pre-school children. Dependent and independent variables were determined as the children's language development scores and "traditional game education program", respectively. The study group was determined with…
Descriptors: Games, Game Based Learning, Play, Rhyme
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Baydar, Askin – International Education Studies, 2021
The aim of this study is to determine pre-service primary teachers' opinions regarding the implementation of teams-games-tournaments (TGT). For this purpose, the action research method, which is one of the qualitative research methods, was employed. The study group in the research consisted of 30 students who attended Artvin Çoruh University…
Descriptors: Foreign Countries, Preservice Teachers, Elementary School Teachers, Student Attitudes
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Çetin, Ekmel; Solmaz, Ebru – Malaysian Online Journal of Educational Technology, 2020
Gagne's theory posits that learning is achieved through interaction of various internal and external factors. If so, the use of supportive technology to provide these factors' interaction may increase expected performance, especially in theoretical courses, and place learning at a higher level. As supportive technology, gamification-based computer…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Preservice Teachers
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Coskun, Zeynep Nesrin; Adiguzel, Tufan; Çatak, Guven – World Journal on Educational Technology: Current Issues, 2019
The aim of the study was to validate a prototype of a game-based educational tool for improving auscultation skills. The tool was presented to 12 medical school students studying at a foundation university. The data collection tools of the study were: Cardiac sound identification form, educational tool evaluation form and auscultation survey form.…
Descriptors: Teaching Methods, Educational Games, Game Based Learning, Educational Technology
Winthrop, Rebecca; Ziegler, Lauren; Handa, Rhea; Fakoya, Foluyinka – Center for Universal Education at The Brookings Institution, 2019
Humans are born with the natural ability to gain skills through play. Children learn about social norms, roles and responsibilities, and language through curiosity-driven, playful interactions and activities. Learning through play harnesses the power of children's imagination and inspires active engagement with the material. The Center for…
Descriptors: Play, Academic Achievement, Educational Innovation, Student Centered Learning
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Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2019
For the forty-second 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 Las Vegas, Nevada. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains 37 papers dealing…
Descriptors: Educational Technology, Technology Uses in Education, Research and Development, Elementary Education