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Gorman, Garry; McKelvey, Nigel; Dowling, Thomas C. – International Journal of Game-Based Learning, 2022
This paper describes a growth mind-set intervention with Junior Cycle Coding students in a disadvantaged school in Ireland. This intervention builds on the work of O'Rourke et al. (2016) and applies findings to a computer programming setting where gamification is used to incentivise growth mind-set behaviour in students learning to code. Data…
Descriptors: Game Based Learning, Coding, Computer Science Education, Disadvantaged Schools
von Leipzig, Tanja; Lutters, Eric; Hummel, Vera; Schutte, Cornè – International Journal of Game-Based Learning, 2022
Dynamic personalization of learning trajectories that integrate different perspectives and variable scenarios is a viable way to improve the effectiveness and efficiency of training and education. Serious games offer a designated platform for this, by aggregating learner interactions, and using these to dynamically configure, adjust and tailor the…
Descriptors: Educational Games, Game Based Learning, Individualized Instruction, Instructional Design
Mystakidis, Stylianos; Besharat, Jeries; Papantzikos, George; Christopoulos, Athanasios; Stylios, Chrysostomos; Agorgianitis, Spiros; Tselentis, Dimitrios – Education Sciences, 2022
Immersive virtual reality (VR) is a technology that can be effective for procedural skills training through game-based simulations such as serious games. The current study describes the instructional design, development, and evaluation of the FSCHOOL fire preparedness serious game in a cave automatic virtual environment (CAVE-VR) for elementary…
Descriptors: Curriculum Development, Curriculum Design, Curriculum Evaluation, Computer Simulation
Saleh, Alaa Mamoun; Ahmed Althaqafi, Abeer Sultan – SAGE Open, 2022
Vocabulary is an essential element of English language learning. There are many strategies, which teachers can use in teaching vocabulary, especially to young learners. One of these strategies is using educational games to teach vocabulary more effectively. The aim of this quasi-experimental study is to investigate the effect of using educational…
Descriptors: Foreign Countries, English (Second Language), Vocabulary Development, Educational Games
Rohmawaty, Enny; Rostikawati Husen, Ike; Vicahyani Utami, Novi; Berbudi, Afiat – Cogent Education, 2022
Developing innovation in medical education is a vital part of improving the learning outcomes. One such learning innovation in medical education is to learn using game as a tool. The Husenynov antihypertensive drug game (HAG) was developed as an innovation to assist the learning process for studying pharmacology. The study was conducted to compare…
Descriptors: Medical Students, Medical Education, Educational Games, Game Based Learning
Feliciano-Semidei, Ricela; Wu, Ke; Chaphalkar, Rachel M. – Journal of University Teaching and Learning Practice, 2022
This study developed a teaching module that incorporated the Monty Hall problem to introduce conditional probability in a college introductory statistics course. This teaching module integrated a guess -- experiment -- discussion approach with game-based instruction. The researchers piloted this module and made modifications. The work of 20…
Descriptors: Teaching Methods, Undergraduate Students, Statistics Education, Introductory Courses
Lodewyk, Ken R.; Robertson, Scott – JTRM in Kinesiology, 2022
Research has noted the constraints to applying constructivist pedagogical models such as Sport Education and Teaching Games for Understanding in practicing and prospective physical education teachers. This study was an investigation of prospective physical educators' preferences for Direct Teaching, Sport Education, and Teaching Games for…
Descriptors: Undergraduate Students, Physical Education Teachers, Physical Education, Preferences
Syynimaa, Kirsi; Lainema, Kirsi; Lainema, Timo – International Association for Development of the Information Society, 2022
Game-based learning (GBL) environments are shown to support open-ended inquiry, collaborative learning, shared knowledge creation and decision-making processes. The study at hand focuses on examining students' descriptions of problematic situations and collaborative learning in a virtual simulation game. We were interested in what kinds of…
Descriptors: Teamwork, Cooperative Learning, Game Based Learning, Electronic Learning
David Bar-El – ProQuest LLC, 2022
We are witnessing an excitement about digital games and related immersive media as these become ever more prevalent in the world. Governments, private companies, and research institutes are investing in these technologies in hopes of transforming education. However, while scholarship on digital game-based learning has been steadily growing over…
Descriptors: Teaching Experience, Teaching Methods, Electronic Learning, Game Based Learning
Matt Offord; Sarah Honeychurch; Nick Quinn; Matthew Barr; Helen Mullen – Journal of Learning Development in Higher Education, 2022
This case study aims to highlight the ease of use and effectiveness of an escape room game by describing how it was implemented in an undergraduate business course. The case study demonstrates the simplicity of a straightforward text-based game and how this was used in a large course of online students. Our case study aims to present our…
Descriptors: Puzzles, Educational Games, Undergraduate Students, Business Education
Agbo, Friday Joseph; Oyelere, Solomon Sunday; Suhonen, Jarkko; Tukiainen, Markku – Educational Technology Research and Development, 2023
Computational thinking (CT) has become an essential skill nowadays. For young students, CT competency is required to prepare them for future jobs. This competency can facilitate students' understanding of programming knowledge which has been a challenge for many novices pursuing a computer science degree. This study focuses on designing and…
Descriptors: Computer Simulation, Game Based Learning, Computation, Thinking Skills
Núñez-Pacheco, Rosa; Espinoza-Montoya, Claudia; Yucra-Quispe, Liz-Marjorie; Turpo-Gebera, Osbaldo; Aguaded, Ignacio – Journal of Technology and Science Education, 2023
Video games have become an important element of contemporary life. The need to use them in the field of education has given rise to the appearance of serious video games, which have been specially designed to achieve objectives at different educational levels and generate spaces for educational innovation. The purpose of this work is to…
Descriptors: Video Games, Game Based Learning, Engineering Education, Student Attitudes
Akman, Emrah; Çakir, Recep – Interactive Learning Environments, 2023
Recently, virtual reality seems to be deevloping rapidly. However, it can be said that virtual reality is in the early days of adoption for education. Studies show that using virtual reality in education can positively affect students' learning experiences. In this study, the effect of an educational virtual reality game, named "Kesfet…
Descriptors: Educational Technology, Computer Simulation, Elementary School Students, Mathematics Achievement
Huang, Yueh-Min; Silitonga, Lusia M.; Murti, Astrid T.; Wu, Ting-Ting – Journal of Educational Computing Research, 2023
Higher-order thinking skills (HOTS) are reliable predictors of success in school and the workplace. A typical technique for encouraging higher-order thinking is to use instructional design interventions that engage learners in simple cognitive activities. Business simulation game (BSG) is one of the types of interactive learning environments that…
Descriptors: Learner Engagement, Undergraduate Students, Business Administration Education, Educational Games
Koskinen, Antti; McMullen, Jake; Ninaus, Manuel; Kiili, Kristian – Journal of Computer Assisted Learning, 2023
Background: In recent years, the importance of emotions in learning has been increasingly recognized. Applying emotional design to induce positive emotions has been considered a means to enhance the instructional effectiveness of digital learning environments. However, only a few studies have examined the specific effects of emotional design in…
Descriptors: Psychological Patterns, Scaffolding (Teaching Technique), Student Motivation, Academic Achievement

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