Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 3 |
| Since 2017 (last 10 years) | 6 |
| Since 2007 (last 20 years) | 6 |
Descriptor
| Game Based Learning | 6 |
| Program Effectiveness | 6 |
| Science Education | 6 |
| Educational Games | 3 |
| Grade 8 | 3 |
| Student Attitudes | 3 |
| Educational Technology | 2 |
| Science Achievement | 2 |
| Video Games | 2 |
| Animation | 1 |
| Attitude Change | 1 |
| More ▼ | |
Source
| British Journal of… | 2 |
| AERA Online Paper Repository | 1 |
| American Journal of Play | 1 |
| Journal of College Science… | 1 |
| Journal of Teacher Education… | 1 |
Author
| Chih-Hung Chen | 1 |
| Célia Ferreira | 1 |
| Deniz, Hasan | 1 |
| Earl Aguilera | 1 |
| Elisa Saraiva | 1 |
| Fábio Faria | 1 |
| Hsu, Kuang-Chen | 1 |
| Hsu, Tien-Yu | 1 |
| Hsu, YuPing | 1 |
| Hwang, Gwo-Jen | 1 |
| Jia-Yu Syu | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 5 |
| Reports - Research | 5 |
| Reports - Evaluative | 1 |
| Speeches/Meeting Papers | 1 |
Education Level
| Elementary Education | 4 |
| Grade 8 | 3 |
| Junior High Schools | 3 |
| Middle Schools | 3 |
| Secondary Education | 3 |
| Grade 4 | 1 |
| Grade 5 | 1 |
| Grade 6 | 1 |
| Grade 7 | 1 |
| Higher Education | 1 |
| Intermediate Grades | 1 |
| More ▼ | |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
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
Kaylee Laub; Earl Aguilera – American Journal of Play, 2025
The authors argue that playable fictions and analog game design can be an effective way to engage students in discussions about climate change and related scientific areas of exploration. They offer the example of a middle school climate science education unit grounded in the design, analysis, and play of board games and card games based on a…
Descriptors: Middle School Students, Grade 8, Climate, Science Education
Elisa Saraiva; Fábio Faria; Célia Ferreira; Maria Manuel Azevedo – Journal of Teacher Education for Sustainability, 2024
There is a consensus that the content of education for sustainability should be integrated into the curriculum, engaging students in activities that promote awareness and practice of sustainability. To achieve this goal, it is essential to adopt a student-centered approach that involves creative, stimulating, and challenging activities. This…
Descriptors: Sustainability, Student Centered Learning, Grade 8, Outdoor Education
Liang, Hsin-Yi; Hsu, Tien-Yu; Hwang, Gwo-Jen – British Journal of Educational Technology, 2021
Active inquiry plays a key role in science education. To facilitate children's motivation, alternate reality games are applied to engage children actively in inquiry in authentic learning contexts. However, the complexity of real-world contexts and the ambiguity of game puzzles increase the difficulty for children to conduct effective inquiries.…
Descriptors: Inquiry, Science Education, Game Based Learning, Educational Games
Kaya, Erdogan; Newley, Anna; Yesilyurt, Ezgi; Deniz, Hasan – Journal of College Science Teaching, 2020
With the release of the Next Generation Science Standards (NGSS), assessing K-12 science teachers' self-efficacy in Computational Thinking (CT) is an important research gap to study. Bandura defines self-efficacy as awareness of the individual's potential and capabilities to accomplish a goal. Teaching efficacy beliefs is a significant identifier…
Descriptors: Thinking Skills, Computation, Self Efficacy, Preservice Teachers
Hsu, Kuang-Chen; Hsu, YuPing; Olesh, Ryan – AERA Online Paper Repository, 2017
This study attempts to gain insight into whether and what types of gamification have the potential to contribute to students' learning performances while also remaining gender equality in science education. Two types of game elements including competition (gamified animation) and cooperation (social gamified animation) were integrated into an…
Descriptors: Educational Games, Educational Technology, Animation, Video Games

Peer reviewed
Direct link
