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Marianthi Grizioti – Educational Technology Research and Development, 2025
Recently scientists have underscored a significant mismatch between the latest theoretical Computational Thinking conceptualizations as an upcoming literacy that goes beyond computer science, and its operationalizations in current empirical research and designs, which are limited to coding-centred and domain-specific tools and approaches. To…
Descriptors: Computation, Thinking Skills, Coding, Play
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Özcan Palavan; Bilge Gültekin – Journal of Learning and Teaching in Digital Age, 2025
This study examines the relationship between middle school students' undesirable behaviours and digital game addiction. Undesirable behaviours disrupt teaching, harm peers, compromise safety, and lower teacher motivation. These behaviours, often influenced by family and environmental factors, disrupt classroom order. Digital games, particularly…
Descriptors: Middle School Students, Addictive Behavior, Video Games, Computer Games
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Matthew L. Reid; Joseph M. Niederhauser – American Biology Teacher, 2025
We describe the use of the popular board game "Wingspan" in a first-year seminar course at an undergraduate liberal arts institution. We discuss implementation of the game in the classroom, classroom activities and assessments, and associated field activities. We also share student survey data on effective use of "Wingspan" to…
Descriptors: Biology, Science Instruction, Liberal Arts, Institutional Characteristics
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Kaylee Laub; Earl Aguilera – American Journal of Play, 2025
The authors argue that playable fictions and analog game design can be an effective way to engage students in discussions about climate change and related scientific areas of exploration. They offer the example of a middle school climate science education unit grounded in the design, analysis, and play of board games and card games based on a…
Descriptors: Middle School Students, Grade 8, Climate, Science Education
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Ana Quinonez-Beltran; Elsa Morocho-Cuenca; Carmen Benitez-Correa – Educational Process: International Journal, 2025
Background/purpose: Digital games have been recognized as valuable tools for creating motivating, interactive learning environments, particularly for vocabulary learning. In this line, the purpose of the present study is to determine the impact of the FunBingo video game on students' motivation to learn English as a Foreign Language vocabulary.…
Descriptors: Video Games, Game Based Learning, English (Second Language), Second Language Instruction
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Jonathan Kamkhaji; Erica Melloni; Gaia Taffoni; Cristina Mihaela Vasilescu – Teaching Public Administration, 2025
The P-Cube game aims to help students learn about how decisions are taken in the public sphere. The challenge posed by P-Cube is to translate the complexity of public decisional arenas into synthetic and realistic cases translated into digital games. The P-Cube cases have been used among university courses during the prototype phase; students and…
Descriptors: Public Administration, College Students, Educational Technology, Video Games
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Gloria Mittmann; Adam Barnard; Sonja Zehetmayer; Simon Wimmer; Vanessa Zehetner; Sylvia Doerfler; Kate Woodcock; Beate Schrank – International Journal of Game-Based Learning, 2024
Early adolescence is a major time for friendship development, and interpersonal emotion regulation (iER) is a vital skill for social interactions. Serious games are an exciting way to engage young people with psychoeducational content. The authors developed a serious game teaching iER strategies to early adolescents in an interdisciplinary and…
Descriptors: Foreign Countries, Middle School Students, Educational Games, Computer Games
Ayman Alzaid – ProQuest LLC, 2023
As computer games become integral to students' learning experiences, this dissertation investigates the impact of educational game-based learning on mathematical outcomes and attitudes among elementary school students. Employing data science techniques, including statistical approaches and quantitative analysis through data mining of gameplay data…
Descriptors: Computer Games, Outcomes of Education, Game Based Learning, Mathematics Instruction
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Fu, Qing-Ke; Zou, Di; Xie, Haoran; Cheng, Gary; Hwang, Gwo-Jen – Education and Information Technologies, 2022
Digital games have become increasingly popular. However, many teachers may not have relevant knowledge and experience of designing and implementing digital game-based teaching in formal classrooms. This study proposed a collaborative design approach to facilitate pre-service teachers' abilities of designing for learning with a digital game. To…
Descriptors: Computer Games, Instructional Design, Constructivism (Learning), Teaching Methods
Kantorski, Brinley – ProQuest LLC, 2022
Digital educational games have been a part of the educational landscape since the early 1970s. Since then, there has been a proliferation in the quantity, format, type, and quality of digital educational games available to classroom teachers. Despite this, the body of literature surrounding the effectiveness of these digital educational games…
Descriptors: Computer Games, Educational Technology, Video Games, Program Effectiveness
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Casañ Pitarch, Ricardo; Wang, Lulu – International Journal of Information and Learning Technology, 2022
Purpose: The objective of this research is to measure Chinese students' progress in gaining new vocabulary in Spanish at the B1 level after using the serious video game Guadalingo. Design/methodology/approach: A group of 30 Chinese students participated in an experiment, in which 16 of them played Guadalingo; the other 14 were used as the control…
Descriptors: Foreign Countries, Second Language Learning, Spanish, Game Based Learning
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Espinoza, Cecilia; Orvis, Kathryn S.; Brophy, Sean P. – Journal of Biological Education, 2022
This research investigates students' learning about the electron transport chain (ETC) process in photosynthesis by watching a video followed by playing a serious board game--"Electron Chute"--that models ETC. The learning objectives targeted enriching a mental model that students could use to explain the causal relationship of the ETC…
Descriptors: Game Based Learning, Educational Games, Video Games, Scientific Concepts
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Denham, André R.; Harbour, Kristin E.; Wind, Stefanie A. – Investigations in Mathematics Learning, 2022
There is strong theoretical and empirical support for the use of digital games for learning. Despite their research support, digital games are not widely used in mathematics classrooms. One main contributor to this lack of adoption is the paucity of extant research on the extent to which mathematics teachers are using digital games, how teachers…
Descriptors: Educational Games, Computer Games, Mathematics Instruction, Mathematics Education
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Çar, Bekir; Ahraz, Aziz Onurhan – International Journal of Progressive Education, 2022
This study is conducted so as to investigate the relationship between secondary school students` digital game awareness(SDGA) and participation motivation to physical activity (PMPA). 456 female and 241 male secondary school students studying in the Keçiören district of Ankara participated voluntarily. Personel information form, Digital Game…
Descriptors: Foreign Countries, Secondary School Students, Computer Games, Video Games
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Günter, Tugçe – Journal of Science Learning, 2023
This research investigates the effect of the context-based approach (CBA) 'Relating-Experiencing-ApplyingCooperating- Transferring' (REACT) strategy supported with crossword puzzles on achieving the associate degree students in the chemistry laboratory course on the topic of acid-base titrations. A crossword puzzle game and four contexts related…
Descriptors: Teaching Methods, Games, Chemistry, Game Based Learning
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