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Alkan, Sel çuk; Korkmaz, Ebru – World Journal of Education, 2021
In this study, the design and educational aspects of digital games on Steam (Digital Game Sales Platform) were examined. Case study, one of the qualitative research methods, was used in the research. Universal design model and principles, educational and game mechanics were used in the analysis of the games. The games were analyzed using the…
Descriptors: Video Games, Mathematics Education, Game Based Learning, Learning Processes
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Clark, Daniel A.; Murphy, Walter – Teaching of Psychology, 2021
Psychology instructors have reported that it is common for students to not know how to cite sources correctly. Therefore, the authors created a classroom game to help students learn to cite sources in different scenarios. The game involved students submitting names of celebrities and fictitious dates of publication and then using those submissions…
Descriptors: Psychology, Guides, Citations (References), Teaching Methods
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Sosa, Jorge Jhonattan Castellanos; Aguilar, Francy Karina Maldonado – Journal of Research and Advances in Mathematics Education, 2021
This work shows how playing chess creates capacities in the student such as increasing visual memory. This helps to classify information in an orderly manner in the mind and contributes to a better understanding of geometric transformations such as displacements, turns and similarities. This was done with a mixed technique (Quantitative and…
Descriptors: Games, Memory, Visual Perception, Geometric Concepts
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Ha, Cheyeon; Sun, Chen – AERA Online Paper Repository, 2021
This meta-analysis study aims to explore the game-based learning (GBL) effects on students' learning motivation and academic achievement in K-12 science education. Recently GBL has been broadly used for students with low learning motivation because the dynamic learning activities in computer games could provide benefits for K-12 education. We…
Descriptors: Game Based Learning, Learning Motivation, Science Achievement, Elementary Secondary Education
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Andrea Bertoni; Andrea Maffia – International Journal of Mathematical Education in Science and Technology, 2024
While the development of creativity, or creative thinking, in mathematics is considered important by many researchers, there are several difficulties in implementing creative tasks, especially before secondary school. Within the original context of a mathematical escape game, this paper reports two episodes exemplifying the difficulties met by…
Descriptors: Game Based Learning, Learner Engagement, Mathematics Education, Creativity
Panayiota Georgiou Josephidou – ProQuest LLC, 2024
This study explored the use of gamification when teaching Greek as a L2. It examined how Greek teachers in different schools in Cyprus use gamification and if it affects their students in learning. It explored their perceptions of the effects on student motivation and engagement. The study was of qualitative approach and semi-structured interviews…
Descriptors: Foreign Countries, Second Language Learning, Second Language Instruction, Game Based Learning
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Tania Miguel Trabajo; Eavan Dorcey; Jan Roelof van der Meer – Journal of Microbiology & Biology Education, 2024
Inspired by the positive impact of serious games on science understanding and motivated by personal interests in scientific outreach, we developed "Bacttle," an easy-to-play microbiology board game with adaptive difficulty, targeting any player from 7 years old onward. Bacttle addresses both the lay public and teachers for use in…
Descriptors: Microbiology, Science Instruction, Educational Games, Environmental Influences
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Wen Jia; Liping Zhang; Austin Pack; Yi Guan; Bin Zou – Language Learning & Technology, 2024
Although digital game-based vocabulary learning (DGBVL) has received increasing attention in the past two decades, the impacts of DGBVL on the depth of word knowledge are still not well understood, especially in regard to productive vocabulary learning and DGBVL's long-term efficacy. This study leverages a quasiexperimental research design to…
Descriptors: Game Based Learning, Video Games, Vocabulary Development, Receptive Language
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Sotirios Karanasios; Marina Papastergiou – Education and Information Technologies, 2024
Location Based Games (LBGs) can support various learning activities in both formal and informal settings. Furthermore, the fact that they can utilize players' physical movement for players' advancement in the game world makes them an appealing alternative for promoting physical activity in students. However, LBGs are not sufficiently used in…
Descriptors: Learning Activities, Educational Games, Learning Management Systems, Telecommunications
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José Nunes da Silva Júnior; José Mariano de Sousa Oliveira; Jean-Yves Winum; Antonio José Melo Leite Junior; Francisco Serra Oliveira Alexandre; David Macedo do Nascimento; Ulisses Silva de Sousa; Antônia Torres Ávila Pimenta; André Jalles Monteiro – Journal of Chemical Education, 2024
The educational game Interactions 500 was extensively used remotely during the COVID-19 Pandemic as an activity at the Federal University of Ceará (Brazil) to help students review intermolecular forces. In the postpandemic years, the game was also used face-to-face in the classroom. However, Apple Store and Google Play Store removed it from their…
Descriptors: Chemistry, Science Activities, Educational Games, COVID-19
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Alvie Faustino Diaz; Henrilyn Estoque-Loñez – International Journal of Education in Mathematics, Science and Technology, 2024
Gamification is an educational strategy that makes learning fun and keeps students interested in learning, which helps them learn more and grow their knowledge. However, given its growing popularity, it is necessary to review empirical studies regarding gamification in education as an intervention for an effective teaching and learning process.…
Descriptors: Meta Analysis, Game Based Learning, Educational Games, Teaching Methods
Melissa Riley – ProQuest LLC, 2024
The purpose of this phenomenological study was to explore the adult students' perceptions of Game-Based Learning's mitigation of math anxiety in a STEM math course at a mid-sized university in Southeast Texas. The participants in this study included 11 students who identified as adult learners with math anxiety taught by the researcher in a STEM…
Descriptors: Student Attitudes, Game Based Learning, Mathematics Anxiety, Adult Students
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Shian-Shyong Tseng; Tsung-Yu Yang; Wen-Chung Shih; Bo-Yang Shan – Interactive Learning Environments, 2024
In this paper, to handle the problem of the quick evolution of cyber-security attacks, we developed the iMonsters board game and proposed the attack and defense knowledge self-evolving algorithm. Three versions of the iMonsters were launched in 2013, 2017, and 2019, respectively. Accordingly, the cyber-security ontology can be refined by the…
Descriptors: Educational Games, Computer Security, Computer Science Education, Game Based Learning
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Hwang, Gwo-Jen; Chang, Ching-Yi – Interactive Learning Environments, 2023
Training nursing students to make correct decisions when facing various nursing cases is an important and challenging objective. In the Objective Structured Clinical Examination (OSCE) program for nursing students, the educational aim is not only nursing skills, but also critical thinking for making correct decisions and treatments. In this study,…
Descriptors: Foreign Countries, Nursing Students, Nursing Education, Game Based Learning
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Roohani, Ali; Heidari Vincheh, Maryam – Computer Assisted Language Learning, 2023
Mobile-assisted language learning (MALL), which provides access to learning without the constraints of place and time, is worthy of exploration for pedagogical purposes. Given the use of gaming applications and social media as potential instructional methods for MALL, this study investigated the effect of these two methods, along with traditional…
Descriptors: Educational Technology, Telecommunications, Handheld Devices, Game Based Learning
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