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Wang, Yi Hsuan – Educational Technology & Society, 2020
The study integrated learning technology and various e-learning materials to assist teachers in conducting project-based learning for a science course. The activities were designed for learning science concepts such as circuits and the symbols of electricity firstly, and then for applying the concepts to produce a scientific toy. The study…
Descriptors: Games, Books, Electronic Publishing, Computer Simulation
Heumos, Tanja; Kickmeier-Rust, Michael D. – Electronic Journal of e-Learning, 2020
Digital games have been successfully applied for the treatment mental health problems such as stress disorders, traumatic disorders, or hyperactivity syndromes. Specifically the treatment of anxiety traits and anxiety disorders such as phobias have been in the focus of game-based treatments in the past. A societal challenge that is increasing in…
Descriptors: Game Based Learning, Mass Media Effects, Anxiety, Computer Games
Jozkowski, Amanda C.; Cermak, Sharon A. – International Journal of Developmental Disabilities, 2020
Background: Young adults with autism spectrum disorder (ASD) are at increased risk for a sedentary lifestyle and its associated health problems. In neurotypical (NT) individuals, social participation and enjoyment are related to physical activity engagement. Exergaming has been shown to increase energy expenditure compared to traditional video…
Descriptors: Autism, Pervasive Developmental Disorders, Interaction, Interpersonal Relationship
Exploring the Effects of Designing a Role-Playing Game with Single and Peer Mode for Campus Learning
Wang, Yi-Hsuan – Educational Technology Research and Development, 2020
This study aims to extend the learning advantages of game-based learning from formal education to informal learning, and to develop a role-playing game (RPG) to help students familiarize themselves with a new school. Several game elements and principles were considered during the design stage, and the tasks were embedded into a macro-context to…
Descriptors: Instructional Design, Educational Games, Game Based Learning, Role Playing
Ahmad, Farzana Hayat – Waikato Journal of Education, 2020
The article documents the reflections on gathering data from the home country via distance while living and studying in New Zealand. These reflections strengthen the idea that data collection via distance could be a viable solution in circumstances where face-to-face data collection may not be an option. Three threads: negotiations, insider…
Descriptors: Videoconferencing, Data Collection, Observation, Interviews
Yesilyurt, Ferahim – International Education Studies, 2020
Problematic gaming behavior is an important problem that may lead to a recently introduced psychiatric condition named internet gaming disorder (IGD). Gaming addiction has been reported to have major influence on the lives of adolescents and young adults affected by it. Our aim was to determine relationships between gaming-related parameters,…
Descriptors: Computer Games, Mental Health, Addictive Behavior, Academic Achievement
Chuang, Ming-Ling – Management Teaching Review, 2020
Supply chain management (SCM) is a complex business discipline because it combines the concepts of forecasting, inventory management, logistics and distribution, vertical and horizontal integration, and global issues. This complexity creates a challenge when teaching the concepts to both undergraduate and graduate students. A web-based computer…
Descriptors: Supply and Demand, Computer Simulation, Web Based Instruction, Educational Games
Mørch, Anders I. – International Journal of Information and Learning Technology, 2020
Purpose: The present study proposes action-breakdown-repair (ABR) as a pedagogical model and 3D virtual worlds as technology, to bridge the gap between curricular goals and students out of school technology experiences, referred to as the educational gap. Design/methodology/approach: A qualitative study combining design-based research (DBR) and a…
Descriptors: Models, Computer Simulation, Technology Uses in Education, Computer Games
Stollhans, Sascha – Research-publishing.net, 2020
Escape games are an increasingly popular leisure activity involving a group of players completing tasks to achieve a pre-defined goal, which is usually escaping from a room. In this chapter, I briefly outline the educational potential of escape game activities in language classes within the frameworks of gamification, pervasive learning, and…
Descriptors: Game Based Learning, Educational Games, Transfer of Training, Grammar
Deborah K. Reed; Emily Martin; Eliot Hazeltine; Bob McMurray – Journal of Special Education Technology, 2020
To inform the development of gamified assessments, this study explored how students with or at risk for reading difficulties in Grades 6-8 (N = 202) perceived and interacted with a decoding assessment designed with gamification characteristics. Three data sources enhanced the methodological triangulation: observations and scores from testing,…
Descriptors: Student Attitudes, Game Based Learning, Reading Tests, Reading Difficulties
Ng, Mun Pei; Alias, Norlidah; Dewitt, Dorothy – Malaysian Journal of Learning and Instruction, 2022
Purpose: Gamification is an effective method to boost students' academic achievement and engagement in second language learning. This study aimed to test the effectiveness of the gamification application, Class Dojo, among Year 4 pupils who are learning Mandarin as a Second Language (MSL). It also sought to investigate how the MSL learners became…
Descriptors: Mandarin Chinese, Diaries, Comparative Analysis, Second Language Learning
Mat Husin, Mohd Zulfadli; Azmuddin, Ruhil Amal – Educational Process: International Journal, 2022
Background/purpose: Game-based learning is becoming increasingly popular among educators in higher institutions. However, it can be a daunting task for educators to ascertain which of the currently available game-based learning platforms best suits their learners' needs. This study explored the suitability of Kahoot! as one of the most commonly…
Descriptors: Learner Engagement, English (Second Language), Second Language Learning, Second Language Instruction
Jeremy Stoddard; Jais Brohinsky; Derek Behnke; David Shaffer; Codu Marquart; M. Shane Tutweiler; Jason Chen – Grantee Submission, 2022
In this paper, we describe the design for PurpleState, an internship simulation that applies the epistemic game model for informed civic learning. PurpleState places students in the role of interns at a political media firm and asks them to design a media campaign on a state level policy issue. Unlike the use of these models in STEM education,…
Descriptors: Citizenship Education, Educational Games, Teaching Methods, Persuasive Discourse
Sari Lipponen; Kenneth Eklund; Marja-Leena Laakso; Merja Koivula; Kerttu Huttunen – Early Education and Development, 2025
Today, digital games are considered important tools for learning, but using them in early childhood education and care (ECEC) has raised the question of educators' roles when children play an educational digital game. The aim of this study was to explore how ECEC educators differed in their attitudes and perceptions toward and ways of supporting…
Descriptors: Early Childhood Teachers, Teacher Attitudes, Teacher Role, Game Based Learning
Valentina Abufhele; Rachel Théodore; Nicolas Angelcos; Miguel Pérez; María Luisa Méndez; Alejandra Rasse – Educational Review, 2025
While educational decisions are considered a key mediator between residential and educational segregation, the role of spatial dimensions in the construction of educational strategies has been only recently studied. This article contributes to linking urban and educational research to examine decisions about schooling, using the case of Santiago,…
Descriptors: Social Class, Foreign Countries, Urban Areas, Inclusion

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