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Janakiraman, Shamila; Watson, Sunnie Lee; Watson, William R.; Shepardson, Daniel P. – Journal of Education for Sustainable Development, 2021
Anthropogenic activities cause environmental degradation-related problems. However, people fail to perform pro-environmental behaviours because they believe that they cannot make a difference or they focus on short-term benefits. Interventions that address specific target groups aimed at breaking barriers and changing behaviours are required. To…
Descriptors: Foreign Countries, High School Students, Environmental Education, Educational Games
Wang, Meiqian; Zheng, Xudong – Asia-Pacific Education Researcher, 2021
Game-based learning refers to establishing learning environments that involve digital or non-digital games to enhance students' knowledge and skill acquisition. Previous studies indicated that game-based learning is superior to the conventional instructional method, but few compared the differences between different game types. This study examined…
Descriptors: Game Based Learning, Science Instruction, Middle School Students, Foreign Countries
Aguilera, Earl – Theory Into Practice, 2021
This article uses a lens of procedural literacies to theorize youth practices of digital game-playing, modification, and creation as digital writing. The concept of procedurality describes the ways that videogames and other digital media are composed of systems of processes--computational or otherwise, which define these artifacts in form,…
Descriptors: Computer Games, Video Games, Writing (Composition), Programming
Toprak Yallihep, Emine Sena; Akcay, Hakan; Kapici, Hasan Ozgur – International Journal of Technology in Education and Science, 2021
Developing students' attitudes toward science is an important issue because societies need individuals who can contribute to scientific and technological developments. That's why using various and different instructional tools in science education may have an impact on students' attitudes towards science positively. Within this respect, the goal…
Descriptors: Game Based Learning, Middle School Students, Science Achievement, Student Attitudes
Amzalag, Meital – International Journal of Information and Communication Technology Education, 2021
The COVID-19 pandemic caused children to distance learn at home, but with technical and pedagogic difficulties. Digital learning games offer effective tools for pedagogic difficulties, such as active and relevant learning. Using mixed-methods research, this study examined: (1) parents' perceptions about digital learning games and 21st century…
Descriptors: Parent Attitudes, Game Based Learning, Homework, 21st Century Skills
Shaltayev, Dmitriy – Decision Sciences Journal of Innovative Education, 2021
In this article, we describe the use of linear programming in conjunction with an online simulation game in an undergraduate supply chain management class. Supply chain management is a required course for students enrolled in a Business Administration program with a concentration in management. It delivers a broad overview of the supply chain…
Descriptors: Undergraduate Students, Educational Games, Computer Simulation, Computer Games
Erickson, Luke V.; Sammons-Lohse, Dorothy – E-Learning and Digital Media, 2021
The purpose of this study was to explore four different methods of instruction: a traditional slideshow control group, and three groups using an educational video game played either individually or facilitated with a competitive or cooperative social structure. The instructional tool was an educational video game designed to teach a personal…
Descriptors: Game Based Learning, Video Games, Competition, Cooperative Learning
Michelle Kaput Benedicta – ProQuest LLC, 2021
This study explores the experience of Generation X women who play casual video games on mobile devices (e. g., smartphones and tablets), and draws connections to learning and literacy, particularly in the areas of New Literacies, the New Literacy Studies, and semiotic literacy. Data was gathered from in-depth, semi-structured interviews with five…
Descriptors: Age Groups, Handheld Devices, Games, Females
Steven R. Jones; Christian G. Barnett; Elizabeth G. Bailey – International Journal of Mathematical Education in Science and Technology, 2025
In this study, we focus on a specific visual representation that is used across several mathematics and science content areas: the 'partitioned square' (PS). Previous research has examined PSs in single content areas in isolation, such as for mathematics polynomials or biology random mating, where the PS was generally in the service of other…
Descriptors: College Students, Visual Aids, Mathematics Education, Science Education
Zi Juan Cheng; Chun Xiao Ma; Runke Huang; Ying Bai – Early Childhood Education Journal, 2025
In recent years, the concept of "deeper learning" has generated great interest in the field of preschool education in China. However, deep learning in the preschool stage is different from that in school education, as it requires explaining content characteristics, developing observational tools to identify deep learning, and exploring…
Descriptors: Preschool Children, Preschool Education, Learning Processes, Play
Jeongkyu Kim – Strategies: A Journal for Physical and Sport Educators, 2025
This article explores the integration of fun and engaging games into fitness units in physical education in order to increase student motivation and engagement. Fitness Uno, Chaos Kickball, and Frisbee golf are discussed, demonstrating their potential to reinforce fitness concepts, promote teamwork, and align with students' preferences and needs.…
Descriptors: Game Based Learning, Physical Fitness, Physical Education, Student Motivation
Gray Atherton; Rhys Hathaway; Ingela Visuri; Liam Cross – Autism: The International Journal of Research and Practice, 2025
Tabletop role-playing games (TTRPGs) are increasingly used in therapeutic and educational settings to improve the well-being of autistic people. This study investigated the potential of TTRPGs to provide a safe space where autistic adults could develop relationships with others while also engaging in character and world-building. Eight autistic…
Descriptors: Games, Autism Spectrum Disorders, Adults, Interpersonal Relationship
Fan Zhang; Xiangyu Wang; Xinhong Zhang – Education and Information Technologies, 2025
Intersection of education and deep learning method of artificial intelligence (AI) is gradually becoming a hot research field. Education will be profoundly transformed by AI. The purpose of this review is to help education practitioners understand the research frontiers and directions of AI applications in education. This paper reviews the…
Descriptors: Learning Processes, Artificial Intelligence, Technology Uses in Education, Educational Research
Gwo-Jen Hwang; Hsin Huang; Hui-Yun Chen – Education and Information Technologies, 2025
Enhancing students' civic literacy is considered an essential educational goal in the 21st century. Therefore, in the teaching process, how to provide students with opportunities to solve problems and how to provide immediate feedback to help students make correct decisions when facing real problems are important and challenging issues. Digital…
Descriptors: Civics, Positive Attitudes, Learning Processes, Behavior
Marina Martínez-Carmona; G. Enrique Ayuso Fernández; Manuel Fernández-Díaz; Francisco Serrano-García; Antonia Plaza Griñán – Biochemistry and Molecular Biology Education, 2025
Knowledge about genetics is essential to build a society capable of participating in socioscientific and ethical debates. However, this subject remains difficult for students, making it necessary to develop new educational strategies, such as gamification. Thus, two main objectives are established in this work: (a) to design and evaluate…
Descriptors: Genetics, Science Instruction, Gamification, Game Based Learning

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