NotesFAQContact Us
Collection
Advanced
Search Tips
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Showing 1 to 15 of 18 results Save | Export
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Sasinan Kanharin; Pinanta Chatwattana – Higher Education Studies, 2025
The inquiry-based learning platform mix game-based learning using metaverse, or IBL platform mixed with GBL using metaverse, was developed with an intention to enhance digital literacy and empathy skills, which are regarded as essential skills in the 21st century. The IBL platform mixed with GBL using metaverse was designed with the combination of…
Descriptors: Inquiry, Educational Technology, Game Based Learning, Computer Simulation
Peer reviewed Peer reviewed
Direct linkDirect link
Yuchun Zhong; Luke Kutszik Fryer; Shiyue Zheng; Alex Shum; Samuel Kai Wah Chu – International Journal of Educational Technology in Higher Education, 2025
Esports or competitive video gaming has been increasingly utilized to enhance essential twenty-first century skills. However, there is limited evidence on the extent to which the skills acquired from a gaming environment can be transferred to other settings. This study employed an experimental design to investigate the effectiveness of a…
Descriptors: Video Games, Game Based Learning, 21st Century Skills, Communication Skills
Peer reviewed Peer reviewed
Direct linkDirect link
Osman, Kamisah; Lay, Ah Nam – Interactive Learning Environments, 2022
Given that science and technology innovations are increasingly becoming important in the global economy market in the twenty-first century, many countries around the world put greater emphasis on producing students who have mastered knowledge of chemistry and who possess twenty-first century skills. However, chemistry is perceived as a difficult…
Descriptors: Educational Technology, 21st Century Skills, Skill Development, Knowledge Level
Peer reviewed Peer reviewed
Direct linkDirect link
Aura, Isabella; Järvelä, Simo; Hassan, Lobna; Hamari, Juho – Journal of Educational Research, 2023
This study examines the effects of a role-play-based pedagogical method in Finland on the twenty-first century skills propensity among 6th graders (12-year-olds). The approach entails a simulation of a society in a gamified learning environment as part of their formal education. Structural Equation Modeling was employed to analyze the students' (N…
Descriptors: Role Playing, 21st Century Skills, Teaching Methods, Grade 6
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Gousiou, Anthi; Grammenos, Nikolaos – Anatolian Journal of Education, 2023
Informatics and Information & Communication Technology (ICT) have been closely intertwined with education for about 50 years worldwide and about 40 years in Greece. This article focuses on the content of the learning subjects of Informatics and ICT in Greek schools, which are included as independent subjects in all primary and secondary school…
Descriptors: Foreign Countries, Information Science, Information Technology, Elementary Secondary Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Penelope DeFreitas; Alicia Layne – International Journal of Computer Science Education in Schools, 2023
The Guyanese Girls Code (GGC) training program, established in 2018, is aimed at increasing female participation in ICT. As a result of the COVID-19 pandemic, the program shifted to virtual operations to ensure the safety of participants and instructors. This presented an opportunity to contribute to the growing body of research that has been…
Descriptors: Females, Information Technology, Preadolescents, Early Adolescents
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Hébert, Cristyne; Jenson, Jennifer – Canadian Journal of Learning and Technology, 2020
In this paper, the findings of a research study, working with 12 educators in a large urban school board in Ontario using Minecraft for 21st century competency development, are presented. A number of pedagogical moves teachers made to support 21st century learning through communication and collaboration, both in the classroom and in the game…
Descriptors: Video Games, Game Based Learning, 21st Century Skills, Skill Development
Peer reviewed Peer reviewed
Direct linkDirect link
Murillo-Zamorano, Luis R.; López Sánchez, José Ángel; Godoy-Caballero, Ana Luisa; Bueno Muñoz, Carmen – International Journal of Educational Technology in Higher Education, 2021
This study aims to examine whether it is possible to match digital society, academia and students interests in higher education by testing to what extent the introduction of gamification into active learning setups affects the skills development demanded by the workplace of the digital society of the twenty-first century, the academic achievement…
Descriptors: Game Based Learning, Active Learning, Higher Education, Student Interests
Peer reviewed Peer reviewed
Direct linkDirect link
Eadaoin J. Slattery; Deirdre Butler; Michael O'Leary; Kevin Marshall – Irish Educational Studies, 2024
Minecraft Education is a popular digital game-based learning platform designed for use in educational settings. This study explores teachers' experiences of using Minecraft Education as an educational tool to foster the development of key competencies and skills in students. Semi-structured interviews with Irish primary school teachers (N = 11)…
Descriptors: Game Based Learning, Video Games, Technology Uses in Education, Teaching Experience
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Patiño, John Fredy; Calixto, Andrés Leonardo; Chiappe, Andrés; Almenarez, Fanny Teresa – International Electronic Journal of Elementary Education, 2020
The development of writing skills is recognized as a mandatory process for initial education and the foundation of all essential learning. Writing skills are crucial to children's socialization and interaction with their environment as they grow. The development of writing skills has been linked to a complex set of key factors, but is not yet…
Descriptors: Motor Development, Technology Integration, Writing Skills, Skill Development
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Sariçam, Ugur; Yildirim, Mehtap – International Journal of Technology in Education and Science, 2021
This research is determined to investigate the effects of STEM activities practiced by using digital games in 6th-grade science classes on students' level of interest in STEM fields and their scientific creativity. As a digital game, Minecraft Education Edition was applied. As a data collecting tool for this survey, the STEM Career Interest Survey…
Descriptors: Instructional Effectiveness, STEM Education, Game Based Learning, Video Games
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Demir, Ümit – International Journal of Computer Science Education in Schools, 2021
During recent years coding education has been an important issue in many countries. Coding education has been an important topic for these countries. One of the reasons why coding education is being discussed by educators and other partners of the schools is that it is seen as a key competence for students, and workers at developing…
Descriptors: Instructional Effectiveness, Programming, Computer Science Education, Special Education
Peer reviewed Peer reviewed
Direct linkDirect link
Hunter, Jane; Fitzgerald, Terry – Journal of Computers in Mathematics and Science Teaching, 2021
In a study on digital game-based learning in five high-poverty elementary schools in the Philippines, the teachers' professional development experiences were investigated. Research conducted for the study was part of a university-industry partnership with the developer of a new platform designed to give teachers and students experience of…
Descriptors: Professional Development, Elementary School Teachers, Poverty, Disadvantaged Schools
Peer reviewed Peer reviewed
Direct linkDirect link
O'Brien, Kelsey; Pitera, Jenna – Journal of Educational Technology Systems, 2019
As technology advances at an unprecedented rate and the job market continually evolves, educators are challenged with effectively engaging students and preparing them for success after graduation. The current landscape requires a shift from lecture-based, content-focused instruction to hands-on, student-centered techniques that foster lifelong…
Descriptors: Game Based Learning, Learner Engagement, Active Learning, 21st Century Skills
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Orak, Seval; Çilek, Adem; Yilmaz, Ferah Güçlü – Cypriot Journal of Educational Sciences, 2020
One of the greatest goals of the 21st century is the acquisition of high-level skills through the STEM course designs to provide skill-assisted transformation in learning processes. The purpose of this research; The aim of this course is to examine the views of teachers about STEM course designs supported by traditional Turkish games adapted to…
Descriptors: Games, Game Based Learning, Cultural Maintenance, Social Studies
Previous Page | Next Page »
Pages: 1  |  2