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Afthinos, Yanni; Kiaffas, Zacharias; Afthinos, Theofilos – Technology, Knowledge and Learning, 2022
The aim of this study is to examine whether students of a sport management undergraduate course can gain knowledge in the management of a professional soccer club, by participating in a commercial serious game. Serious is considered the cyber game that its purpose exceeds entertainment. For this case study, the serious sport club management game…
Descriptors: Undergraduate Students, Administrator Education, Athletics, Video Games
Guner-Ozer, Mediha; Belet Boyaci, S. Dilek; Özer, Fatih – International Technology and Education Journal, 2022
The present study aimed to discuss the development of an educational digital game for Turkish language instruction as a second language to foreign primary school students. First, the correlation between digital games and education was discussed, the learning and motivational theories fundamental to the educational digital games were investigated,…
Descriptors: Foreign Countries, Turkish, Second Language Instruction, Foreign Students
Rudolphi-Solero, Teodoro; Lorenzo-Alvarez, Rocio; Ruiz-Gomez, Miguel J.; Sendra-Portero, Francisco – Anatomical Sciences Education, 2022
Competitive game-based learning within Second Life enables effective teaching of basic radiological anatomy and radiological signs to medical students, with good acceptance and results when students participate voluntarily, but unknown in a compulsory context. The objectives of this study were to reproduce a competitive online game based on…
Descriptors: Medical Students, Medical Education, Game Based Learning, Educational Games
Yang, Xiaotong; Rahimi, Seyedahmad; Fulwider, Curt; Smith, Ginny; Shute, Valerie – Educational Technology Research and Development, 2022
The current study investigated students' gameplay behavioral patterns as a function of in-game learning supports delivery timing when played a computer-based physics game. Our sample included 134 secondary students (M = 14.40, SD = .90) from all over the United States, who were randomly assigned into three conditions: receiving instructional…
Descriptors: Student Behavior, Educational Games, Game Based Learning, Problem Solving
Feng, Mengmeng; Zhou, Guangdong – International Journal of Behavioral Development, 2023
This study investigated the longitudinal trajectories of peer rejection and their predictive effects on Internet gaming addiction among Chinese children. The sample comprised 818 students from Grades 1 to 3 (M = 8.30, SD = 1.11, 51.3% boys). Peer rejection was assessed using peer nominations in five waves over a period of 2.5 years, and Internet…
Descriptors: Foreign Countries, Elementary School Students, Grade 1, Grade 2
Yang, Yu-Fen; Goh, Alexis P. I.; Hong, Yi-Chun; Chen, Nian-Shing – Computer Assisted Language Learning, 2023
Few studies have focused on the comparison between collaborative and individual digital game-based learning (DGBL) performance for students who study English as a Foreign Language (EFL). In collaborative DGBL, how the composition of foreign language anxiety (FLA) within groups of students affects students' performance remains uncertain. This study…
Descriptors: Elementary School Students, Second Language Learning, Anxiety, Cooperation
Huertas-Abril, Cristina A.; Muszynska, Barbara – ReCALL, 2023
This international replication study demonstrates how playing a video game is related to multiple dimensions of creativity in foreign language writing. In this research project, university students were asked to interact with a commercial murder mystery video game, "Her Story," and produce a piece of creative writing, which was a…
Descriptors: Video Games, English (Second Language), Second Language Learning, Creative Writing
Ortiz-Martínez, Esther; Santos-Jaén, Jose Manuel; Marín-Hernández, Salvador – Education and Information Technologies, 2023
New technologies have led to digital educational tools to improve learning. Game-Based Learning makes it possible to test whether there is a positive impact on official grades. We have collected the scores of the Kahoot! games, the marks of the continuous assessment, the final exam, and the final mark of the subject, to create an ad-hoc database.…
Descriptors: Educational Games, Teaching Methods, Accounting, Game Based Learning
Pan, Yanjun; Ke, Fengfeng; Dai, Chih-Pu – Journal of Educational Computing Research, 2023
Although prior research has highlighted the significance of representations for mathematical learning, there is still a lack of research on how students use multimodal external representations (MERs) to solve mathematical tasks in digital game-based learning (DGBL) environments. This exploratory study was to examine the salient patterns problem…
Descriptors: Multimedia Instruction, Game Based Learning, Video Games, Mathematics Activities
Merino-Campos, Carlos; del-Castillo, Héctor; Medina-Merodio, José-Amelio – Education and Information Technologies, 2023
Using commercial videogames as learning objects for the development of 21st century skills in secondary schools has been a relevant topic of study in recent years. But its use in the field of physical education is especially interesting considering its nature. The aim of this article is to explore how elements like technological competence,…
Descriptors: Video Games, Academic Achievement, Physical Education, 21st Century Skills
Kapoor, Sakshi Kumari; Subida, Marietta – International Journal of Educational Methodology, 2023
Online game addiction and psychological distress are two continuously developing problems in the Philippines, with Filipinos aged 18 to 24 being the second largest age group to overuse interactive online-related games. This sequential explanatory mixed method study aimed to assess the young adults' gaming addiction and perceived psychological…
Descriptors: Games, Addictive Behavior, Psychological Patterns, Foreign Countries
Wei Yan – ProQuest LLC, 2023
Given the connection between problem-solving and computational thinking (CT), studying the connections between these two constructs is critical. This study focused on students' computational problem-solving strategies, specifically how they applied conditional logic to solve CT-related puzzles within a game-based learning environment called…
Descriptors: Problem Solving, Computation, Thinking Skills, Game Based Learning
Raymond Kaimana Eran Estrella Jr. – ProQuest LLC, 2023
Video games, such as the popularized game Minecraft, have been used in a variety of educational settings and learning contexts. Though academic findings of video game usage are mixed, increases in learning competencies, skills and engagement were apparent. While faced with creating an alternative learning plan for teaching kaikua?ana and kaikaina…
Descriptors: Video Games, Game Based Learning, COVID-19, Pandemics
Hao, Kuang-Chung – Interactive Learning Environments, 2023
This study designed a digital teaching game named Kitties' Magic Journey (KMJ). The principle of leveraging in the course of natural technology and life was used as the teaching subject. The game combined design items included animation, narrative story, fun and usability, which integrated ARCS learning motivation theory. The experimental group…
Descriptors: Video Games, Game Based Learning, Student Motivation, Animation
Katirci, Nihal – ProQuest LLC, 2023
This dissertation seeks to investigate how digital gestures connect to students' mathematical understanding when playing "From Here to There!" (FH2T). This investigation explores the intersection of three fields, game-based learning, embodied cognition, and mathematics education. I used three studies which break down the different…
Descriptors: Mathematics Skills, Cognitive Processes, Game Based Learning, Mathematics Education

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