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del Moral Pérez, M. Esther; Duque, Alba P. Guzmán; García, L. Carlota Fernández – Journal of New Approaches in Educational Research, 2018
Game-based learning is an innovative methodology that takes advantage of the educational potential offered by videogames in general and serious games in particular to boost training processes, thus making it easier for users to achieve motivated learning. The present paper focuses on the description of the Game to Learn Project, which has as its…
Descriptors: Educational Games, Video Games, Mathematics Education, Elementary School Mathematics
Gresalfi, Melissa Sommerfeld; Rittle-Johnson, Bethany; Loehr, Abbey; Nichols, Isaac – Educational Technology Research and Development, 2018
The goal of the current study was to contribute to our emergent understanding of whether and how particular types of digital games can support student learning and engagement. We focused on commercially available educational apps that focused on similar content (fraction comparison and equivalence) but represented extremes in how game-like they…
Descriptors: Fractions, Educational Games, Computer Games, Academic Achievement
User Experience Design of History Game: An Analysis Review and Evaluation Study for Malaysia Context
Wong, Seng Yue; Ghavifekr, Simin – International Journal of Distance Education Technologies, 2018
User experience (UX) and user interface design of an educational game are important in enhancing and sustaining the utilisation of Game Based Learning (GBL) in learning history. Thus, this article provides a detailed literature review on history learning problems, as well as previous studies on user experience in game design. Future studies on…
Descriptors: Foreign Countries, Educational Games, Video Games, History Instruction
Sarigöz, Okan; Bolat, Yavuz; Alkan, Selçuk – World Journal of Education, 2018
The purpose of this study is to adapt Digital Educational Games Usage Scale (DEGUS) that was developed by Bonanno & Kommers (2008) to Turkish with the companion of a group of university students studying in department of English Teaching. In order for scale items to be the same in terms of language, firstly the translations of the items were…
Descriptors: Foreign Countries, Educational Games, Video Games, Educational Technology
Gunbatar, Mustafa Serkan; Karalar, Halit – European Journal of Educational Research, 2018
This study aims to assess the effects of teaching programming with mBlock on self-efficacy perceptions and attitudes considering programming. Particularly, this study tries to research whether there is a gender difference in middle school students or not. The study was conducted in pre-test/post-test quasi experimental design. The participants of…
Descriptors: Foreign Countries, Middle School Students, Student Attitudes, Gender Differences
Cervi-Wilson, Tiziana; Brick, Billy – Research-publishing.net, 2018
Recent developments in mobile technologies have increased the ways in which languages can be learnt, both within and beyond the classroom. Whereas the use of mobile technologies seems to challenge traditional knowledge and skills acquisition, research shows that foreign language study can be enriched through easy access to resources selected to…
Descriptors: Computer Oriented Programs, Italian, Second Language Learning, Handheld Devices
Shiue, Ya-Ming; Hsu, Yu-Chiung – Online Submission, 2017
In recent years, considerable concern has arisen over the use of digital games as instructional tools in educational research. However, game-based learning not only enhances students' learning motivation and effectiveness, but also fosters knowledge transfer. Taiwanese people living in rural areas often receive health-related information through…
Descriptors: Foreign Countries, Computer Games, Video Games, Educational Games
Nguyen, Andy; Gardner, Lesley A.; Sheridan, Don – British Journal of Educational Technology, 2018
This paper proposes a systematic framework to integrate learning analytics into serious games for people with intellectual disabilities. Serious games for an inclusive learning environment need to be prudently designed with adaptive and measurable competencies to meet the needs of the target users. The recent emergence of learning analytics…
Descriptors: Models, Intellectual Disability, Inclusion, Educational Technology
Ernstberger, Kathryn W.; Venkataramanan, M. A. – Decision Sciences Journal of Innovative Education, 2018
This teaching brief describes an engaging, in-class exercise that introduces genetic algorithms as well as advanced Excel functions and capabilities by modeling the familiar Sudoku puzzle. Student groups are first asked to manually solve a given puzzle and then translate that solution methodology to a spreadsheet model. This exercise can be used…
Descriptors: Genetics, Science Instruction, Spreadsheets, Puzzles
Folkestad, James E.; McKernan, Brian; Train, Stephanie; Martey, Rosa Mikeal; Rhodes, Matthew G.; Kenski, Kate; Shaw, Adrienne; Stromer-Galley, Jennifer; Clegg, Benjamin A.; Strzalkowski, Tomek – Technology, Knowledge and Learning, 2018
The engaging nature of video games has intrigued learning professionals attempting to capture and retain learners' attention. Designing learning interventions that not only capture the learner's attention, but also are designed around the natural cycle of attention will be vital for learning. This paper introduces the temporal attentive…
Descriptors: Attention, Measures (Individuals), Video Games, Learner Engagement
Buckley, Jim; DeWille, Tabea; Exton, Chris; Exton, Geraldine; Murray, Liam – Journal of Educational Technology Systems, 2018
Gamification is the use of game design elements in nongame contexts and has been shown to be effective in motivating behavior change. By seeing game elements as "motivational affordances," and formalizing the relationship between these elements and motivational affordances, it is the position of this article that gamification can be…
Descriptors: Games, Design, Educational Technology, Computer Software
Kretchmar, R. Scott – Quest, 2018
The article investigates several ways in which creating, entering, and playing games requires uniquely human levels of intelligence. It examines an element of our evolutionary heritage and the possibility that games (particularly in the form of sport) were among the first elements of culture. It describes sport as a "way of knowing," a…
Descriptors: Play, Games, Intelligence, Athletics
Luch, Derek – ProQuest LLC, 2018
This dissertation presented a study to examine whether a correlation exists between college student retention and gamification. To date, much of the focus on gamification in the classroom has been with individual aspects: engagement, persistence, attainment, and attrition. The potential for this correlational study is to aid institutional staff…
Descriptors: School Holding Power, College Students, Educational Games, Academic Persistence
Tammi R. A. Kral; Diane E. Stodola; Rasmus M. Birn; Jeanette A. Mumford; Enrique Solis; Lisa Flook; Elena G. Patsenko; Craig G. Anderson; Constance Steinkuehler; Richard J. Davidson – npj Science of Learning, 2018
The ability to understand emotional experiences of others, empathy, is a valuable skill for effective social interactions. Various types of training increase empathy in adolescents, but their impact on brain circuits underlying empathy has not been examined. Video games provide a unique medium familiar and engaging to adolescents and can be used…
Descriptors: Empathy, Video Games, Early Adolescents, Brain
Zamzami Zainuddin – Asia Pacific Education Review, 2024
Increasing student engagement and improving learning outcomes are ongoing issues in higher education worldwide. These issues were particularly pertinent during the COVID-19 pandemic when remote learning was selected as the primary instructional learning setting. This study aims to assess the impact of gamification-based quiz instruction in driving…
Descriptors: Game Based Learning, Distance Education, Videoconferencing, Outcomes of Education

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