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Camila Aparecida Errerias Fernandes Cardinali; Yandara Akamine Martins; Rodrigo Pereira Prates; Emmanuel Veríssimo de Araújo; Felipe Jose Costa Viana; Maria Eleticia de Sousa; Eduardo da Cunha Bombardi; Marcus Vinicius Chrysostomo Baldo; Maria Tereza Nunes – Advances in Physiology Education, 2025
Games and analogies can significantly enrich the learning experience when integrated with traditional expository teaching methods. With this aim, we developed "The Mystery of the Cell Kingdom," an online game designed to enhance understanding of the physiology of thyroid hormones through a medieval analogy. In the game, students are…
Descriptors: Game Based Learning, Physiology, Metabolism, Educational Games
Osman Özdemir – Journal of Computer Assisted Learning, 2025
Background: In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are…
Descriptors: Game Based Learning, Video Games, Academic Achievement, Student Motivation
Maide Orçan Kaçan; Ilayda Kimzan – Journal of Educational Computing Research, 2025
This study aimed to investigate the impact of Learning Trajectories (LT[superscript 2])-based games on the mathematical learning of four-year-old kindergarteners. The research employed the ADDIE paradigm, incorporating a pre-test, post-test, and a control group experimental design. The sample group comprised 30 children--15 in the experimental…
Descriptors: Foreign Countries, Educational Games, Mathematics Instruction, Kindergarten
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
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
Melissa H. Black; Abi Lilford; Vy Nguyen; Erin Walker; Haw Huei Wee; Olov Falkmer; Sarah McGarry – Autism: The International Journal of Research and Practice, 2025
Using games as part of the intervention and support process (sometimes referred to as 'gaming therapy') is an increasingly popular method of supporting autistic youth to develop social competencies and other skills because they are believed to be inherently motivating and fun for youth. Some emerging research has indicated that intervention…
Descriptors: Intervention, Autism Spectrum Disorders, Interpersonal Competence, Game Based Learning
Yasemin Kahyaoglu Erdogmus; Adile Askim Kurt – Education and Information Technologies, 2024
This study investigated pedagogical agent (with/without) and feedback (explanatory/confirmatory) types on achievement, flow experience, and cognitive load in a digital game-based learning environment. We developed a game about spreadsheets and prepared four versions of the game in the context of pedagogical agent and feedback types. Through the…
Descriptors: Cognitive Processes, Difficulty Level, Skill Development, Game Based Learning
Lilla Bónus; Erzsébet Antal; Erzsébet Korom – Journal of Science Education and Technology, 2024
This research focuses on "BioScientist," a digital game-based, inquiry-based learning program embedded in the biology curriculum that develops inquiry skills in 8th-grade students. The aim of this paper is to demonstrate a combination of elements of digital game-based learning (DGBL) with inquiry-based learning (IBL) through…
Descriptors: Educational Technology, Game Based Learning, Video Games, Inquiry
Betül Toka; Sema Büyüktaskapu Soydan – Journal of Inquiry Based Activities, 2025
The purpose of this research is to examine the effect of the Interactive Educational Digital Game Program on the Mathematics Skills and Working Memory Performance of 7-8 year old children who are hospitalized and stay in children's homes. The study was conducted on 5 children hospitalized in Malatya Inönü University Turgut Özal Medical Center…
Descriptors: Video Games, Technology Uses in Education, Mathematics Skills, Short Term Memory
Nivine Aziz; Rayya Younes – Contemporary Educational Technology, 2025
Today's generation exhibits a strong affinity for video games, presenting an opportunity to harness this interest for educational purposes. Integrating gaming elements into education has the potential to captivate students while improving information retention. Virtual reality (VR), in particular, offers a transformative approach by creating…
Descriptors: Teacher Attitudes, Technology Integration, Technology Uses in Education, Computer Simulation
Gordillo, Aldo; Lopez-Fernandez, Daniel; Tovar, Edmundo – IEEE Transactions on Education, 2022
Contribution: This article compares the effectiveness for online software engineering education of video-based learning and game-based learning using teacher-authored educational video games created by using authoring tools. Background: Although substantial research has evaluated the impact of video-based and game-based learning versus traditional…
Descriptors: Computer Software, Video Games, Game Based Learning, Program Effectiveness
Ljerka Jukic Matic; Sonia Abrantes Garcêz Palha – International Electronic Journal of Mathematics Education, 2025
The growing integration of technology into society highlights the need for educational transformation to better equip students for future challenges and the evolving labor market. Digital game-based learning (DGBL) has emerged as a promising strategy for enhancing learning using interactive digital games. This study investigates the implementation…
Descriptors: Secondary School Mathematics, Mathematics Education, Video Games, Computer Games
Winarto; Dadan Rosana; Widodo Setiyo Wibowo; Dita Puji Rahayu; Pramudya Wahyu Pradana; Galih Albarra Shidiq – European Journal of STEM Education, 2025
The issue of environmental pollution in urban areas is becoming more prevalent. Students require the implementation of environmental education. The purpose of this study is to analyze the impact of STEM-EfSD games on improving creative thinking and environmental literacy. We employed a quasi-experimental one-group pretest-posttest design as the…
Descriptors: STEM Education, Environmental Education, Pollution, Urban Areas
Giancarlo Vecchi – Teaching Public Administration, 2025
The objective of the paper is to present the structure and contents of the Urban Innovation scenario, part of the P-Cube educational digital game. The first sections develop the main elements that characterize the debate on the urban and metropolitan areas, from which the P-Cube drew the basis for the development of the game's missions. These…
Descriptors: Educational Games, Video Games, Game Based Learning, Public Policy
Özlem Altindag Kumas; Senay Delimehmet Dada; Halime Miray Sümer Dodur – Journal of Computer Assisted Learning, 2025
Background: Phonological awareness is the ability to identify and manipulate the sounds of language. This is a crucial skill for reading and spelling development. However, students with intellectual disabilities (ID) often have difficulties in acquiring phonological awareness skills. Objectives: This study aimed to assess the impact of a digital…
Descriptors: Phonological Awareness, Students with Disabilities, Game Based Learning, Video Games

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