Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 3 |
Descriptor
Game Based Learning | 3 |
Science Instruction | 3 |
Student Motivation | 3 |
Educational Technology | 2 |
Grade 8 | 2 |
Program Effectiveness | 2 |
Student Attitudes | 2 |
Video Games | 2 |
21st Century Skills | 1 |
Biology | 1 |
Chemistry | 1 |
More ▼ |
Source
Journal of Science Education… | 3 |
Author
Ankiewicz, Piet | 1 |
Avargil, Shirly | 1 |
Erzsébet Antal | 1 |
Erzsébet Korom | 1 |
Lilla Bónus | 1 |
Nkadimeng, Mahlatse | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Education Level
Elementary Education | 2 |
Grade 8 | 2 |
Junior High Schools | 2 |
Middle Schools | 2 |
Secondary Education | 2 |
Higher Education | 1 |
Postsecondary Education | 1 |
Audience
Location
South Africa | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
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
Avargil, Shirly – Journal of Science Education and Technology, 2022
Learning through games in general and educational escape-rooms in particular requires participants to be creative and critical thinkers, work in collaboration with others, formulate an array of thinking strategies, and be familiar with media and technology. A specially designed chemistry-themed escape-room was built as an alternative learning and…
Descriptors: Game Based Learning, Chemistry, Science Instruction, College Students
Nkadimeng, Mahlatse; Ankiewicz, Piet – Journal of Science Education and Technology, 2022
Video games are a medium most students are familiar with; thus, they can be used as educational tools to meet the needs of twenty-first-century students. Given the popularity of video games with teenagers, they can be incorporated as educational tools in the science classroom. However, the affordances of using Minecraft Education (Minecraft…
Descriptors: Video Games, Game Based Learning, Junior High School Students, Science Instruction