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Chih-Hung Chen; Jia-Yu Syu – British Journal of Educational Technology, 2024
Virtual contexts play a crucial role in assisting students' learning. Researchers have taken advantage of the potential of immersive virtual reality (VR) for situating students in inaccessible places, and for engaging them in learning activities. Meanwhile, several previous studies have reported that, in VR-based learning contexts, students'…
Descriptors: Computer Simulation, Educational Technology, Student Attitudes, Game Based Learning
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Hans G. K. Hummel; Rob Nadolski; Hugo Huurdeman; Giel van Lankveld; Konstantinos Georgiadis; Aad Slootmaker; Hub Kurvers; Mick Hummel; Petra Neessen; Johan van den Boomen; Ron Pat-El; Julia Fischmann – Journal of Computer Assisted Learning, 2024
Background: Complex skills, like analytical thinking, are essential in preparing students for future professions. Serious games hold potential to stimulate the online acquisition of such professional skills in an active and experiential way. Objective: Rubrics are proven assessment and evaluation instruments, but were never directly integrated…
Descriptors: Game Based Learning, Scoring Rubrics, Educational Games, Computer Simulation
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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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Hussein Karam Hussein Abd El-Sattar – Education and Information Technologies, 2025
Daily living activities (DLAs) are crucial for people with autism spectrum disorder (ASD). Immersive learning technologies (ILTs), such as virtual reality (VR), augmented reality (AR), serious games (SGs), and the metaverse, are emerging and expanding globally as a result of the COVID-19 pandemic. In the virtual world, metaverse technology is…
Descriptors: Autism Spectrum Disorders, Students with Disabilities, Daily Living Skills, Computer Simulation
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Lin Zhong – Interactive Learning Environments, 2024
Being efficient learners is important in the modern workforce, but improved performance and cognitive load do not imply that students are efficient learners. This study investigated the effectiveness of a personalized role-playing game in students' learning efficiency (LE) and mental efficiency. Results showed that students in the personalized…
Descriptors: Role Playing, Game Based Learning, Program Effectiveness, Learning Processes
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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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Carmen Herrmann; Barbara Drechsel – Psychology Learning and Teaching, 2024
This report provides an example implementation of a "virtual gaming simulation" (VGS) in counseling seminars in teacher education as a tool for learning psychological conversation skills. The theory-practice seminar "Counseling language learners" in a blended learning environment includes the teaching of counseling…
Descriptors: Computer Simulation, Counseling, Seminars, Teacher Education Programs
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Evgenia Anagnostopoulou – Adults Learning Mathematics, 2024
Taking advantage of our digital era commodities, a plethora of game-based learning activities and educational game genres have been introduced into numerous academic disciplines. However, research has shown that regarding mathematics the variety seems limited; especially for higher level topics, e.g. calculus, there is a lack of immersive games…
Descriptors: Educational Games, Video Games, Game Based Learning, Role Playing
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Saeed Khazaie; Saman Ebadi – Computer Assisted Language Learning, 2025
This quasi-experimental study explored the feasibility of the augmented reality game-supported flipped classrooms for English for Medical Purposes reading among 464 students from the Isfahan University of Medical Sciences in two phases. In the quantitative phase, the participants watched the pre-recorded lectures on English for Medical Purposes…
Descriptors: Flipped Classroom, Computer Simulation, Reading Comprehension, English for Special Purposes
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Alrehaili, Enas Abdulrahman; Al Osman, Hussein – Interactive Learning Environments, 2022
Educational systems can benefit from Virtual Reality's (VR) ability to support experiential learning. In particular, VR based games, especially role-playing serious games (RPGs), can promote learning through the simulation of various educational scenarios. This study proposes an immersive VR-RPG to educate players about the behavior of honeybees.…
Descriptors: Computer Simulation, Game Based Learning, Role Playing, Program Effectiveness
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Ross, Robert; Hall, Richard; Ross, Sarah – International Journal of Information and Learning Technology, 2023
Purpose: Escape room-based learning is a new educational game-based learning trend which embeds student learning within an exciting escape room scenario. Ordinarily these educational escape rooms are in a table-top format which involves learners decoding clues together around a table. In the age of a global pandemic [coronavirus disease 2019…
Descriptors: Game Based Learning, Computer Simulation, COVID-19, Pandemics
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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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Gwo-Jen Hwang; Di Zhang – Educational Technology Research and Development, 2024
The effectiveness of digital game-based language learning (DGBLL) has been recognized by scholars. With the development of computer technology and multimedia learning environments, computer agents have been widely used in game systems to provide learning guidance or assistance. A computer agent is a virtual character created in a digital learning…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Computer Simulation
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Felix, Zildomar Carlos; Machado, Liliane S.; Vianna, Rodrigo Pinheiro de Toledo – International Journal of Game-Based Learning, 2023
Domestic violence against women has been a serious social and public health problem faced by contemporary society. This type of violence has grown in recent years, placing the woman not only as a victim of the aggressor but also of a sexist culture established over time. One of the ways to combat this problem is through prevention based on…
Descriptors: Family Violence, Females, Victims, Gender Bias
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Pamukcu, Bahattin Selim; Çakir, Hasan – Journal of Learning and Teaching in Digital Age, 2021
To increase the benefits of three-dimensional exercise games, the steps to develop these games need to be effective and efficient. The purpose of this study is to determine the game development model used in the design of three-dimensional games for exercise to create effective, efficient, usable, and safe games for users. In this article, studies…
Descriptors: Exercise, Games, Game Based Learning, Program Development
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