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Chen, Man-Ying; Tang, Joni Tzuchen – Education and Information Technologies, 2023
In higher education, many universities in Taiwan let college students learn excel in a self-directed way. The current axle of the Excel curriculum mainly relies on self-directed learning. In the study, we designed the digital game "Legendary Wizard Excel" and took a certified Excel textbook as the research tool. The game we designed…
Descriptors: Video Games, Computer Software, College Students, Comparative Analysis
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Videnovik, Maja; Vold, Tone; Kiønig, Linda; Madevska Bogdanova, Ana; Trajkovik, Vladimir – International Journal of STEM Education, 2023
Using games in education has the potential to increase students' motivation and engagement in the learning process, gathering long-lasting practical knowledge. Expanding interest in implementing a game-based approach in computer science education highlights the need for a comprehensive overview of the literature research. This scoping review aims…
Descriptors: Game Based Learning, Computer Science Education, Literature Reviews, Curriculum Implementation
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de Vero, Ivo; Barr, Matthew – International Journal of Game-Based Learning, 2023
Designing an intervention that can effectively develop critical thinking skills is challenging because of the problems of transfer and domain specificity. The authors describe the design and development of a text-based game that could teach players important critical thinking skills in the domain of history. This was achieved by combining Schon's…
Descriptors: History Instruction, Game Based Learning, Critical Thinking, Thinking Skills
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Grobelina, Iwona; Mazurkiewicz, Malgorzata; Janus, Damian – Informatics in Education, 2023
Background: Petri nets are a formal specification technique for modelling of control processes and modern flexible manufacturing systems. Interpreted Petri nets take into account input and output signals, allowing to apply them in any control system or even in control part of a cyber-physical system. Due to the fact that Petri nets are not used in…
Descriptors: Game Based Learning, Video Games, College Students, Student Attitudes
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Udeozor, Chioma; Russo-Abegão, Fernando; Glassey, Jarka – International Journal of Educational Technology in Higher Education, 2023
Digital games are considered relevant in higher education due to their ability to foster authentic, active and experiential learning opportunities that are of importance in engineering education. However, as a relatively new pedagogical tool, there is the need to understand the perceptions of engineering students as well as to identify factors…
Descriptors: Engineering Education, Video Games, Game Based Learning, College Students
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Ilbeigi, Mohammad; Bairaktarova, Diana; Morteza, Azita – Journal of Civil Engineering Education, 2023
The long history of experiential learning in construction engineering shows the significant potential of cognitive development through direct experience. Recent advancements in gamification, especially digital serious games, can help educators develop novel pedagogical strategies to promote active and experiential learning in controlled settings.…
Descriptors: Gamification, Experiential Learning, Construction Industry, Engineering Education
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Wang, Ding-Chau; Huang, Yong-Ming – Educational Technology Research and Development, 2023
Competition in digital game-based learning (DGBL) is tantamount to a double-edged sword, because it not only improves students' learning performance, but may also cause them psychological stress. Therefore, researchers focus on collaboration, for it can mitigate the negative effect of competition. However, studies on the correlations among…
Descriptors: Game Based Learning, Cooperation, Competition, Correlation
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Stewart, Nicole K.; Smith, Richard – Communication Teacher, 2023
Courses: Communication Theory, Information Society, Digital Cultures. Objectives: Students will demonstrate an ability to use mobile technologies, understand gaming cultures, and explore how everyday gaming connects to mobile issues.
Descriptors: Video Games, Electronic Learning, Distance Education, Game Based Learning
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Elina Jääskä; Jaakko Kujala; Kirsi Aaltonen – Cogent Education, 2023
The earned value management (EVM) is a project management method for monitoring and controlling project expenditure and progress. Teaching EVM is challenging as the method may appear theoretical, mathematical, and disconnected from the uncertainty of real-life projects. Educational games have been suggested as one method to influence students'…
Descriptors: Game Based Learning, Program Administration, Program Effectiveness, Educational Games
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Hans G. K. Hummel; Aad Slootmaker; Jeroen Storm – Interactive Learning Environments, 2023
Entrepreneurship is crucial for economic growth and employment, but conventional didactical approaches appear ineffective. Effective approaches should include experiential learning from real problems. The serious game under study was developed in the context of entrepreneurship training for construction workers (at European Quality Framework…
Descriptors: Educational Games, Entrepreneurship, Construction Industry, Instructional Design
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Chun-Chun Chang; Gwo-Jen Hwang; Liang-Shiou Ou – Journal of Computer Assisted Learning, 2025
Background: For learners with intellectual disability, it is a challenge and crucial issue to foster their life skills. These learners generally encounter several problems during the learning process, such as difficulties paying and maintaining attention, difficulties with memory and application and slow learning ability. Life skills training can…
Descriptors: Basic Skills, Intellectual Disability, Technology Uses in Education, Game Based Learning
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Ernesto Armando Pacheco-Velázquez; Virginia Rodés-Paragarino; Sergio Augusto Ramírez-Echeverri – Smart Learning Environments, 2025
The article discusses the efficacy of game-based learning (GBL) in logistics education, specifically through an empirical evaluation of the "Logistics Simulator LOST." Recognizing the complexities of evaluating serious games--interactive serious games platforms designed for educational, purpose--the article emphasizes the need for games…
Descriptors: Foreign Countries, Undergraduate Students, Engineering Education, Game Based Learning
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Humaira Mariyam B.; V. K. Karthika – Educational Philosophy and Theory, 2025
Games are used as effective pedagogical tools in language classrooms. Gamifying language tasks can motivate learners to actively participate in the learning process. Probing how games in English language classrooms enable rhizomatic learning, this research study explores how the use of collaborative drawing, elements of gamification, and…
Descriptors: Game Based Learning, Cooperative Learning, Freehand Drawing, Visual Aids
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Sara Rye; Micael Sousa; Carla Sousa – Palgrave Macmillan, 2025
This book explores analogue game-based learning in the context of the Anthropocene, addressing an urgent need for educational approaches beyond traditional scholastic boundaries. In the context of a complex world, the book emphasises the inadequacies of current educational methods and the potential of game-based learning to foster collective…
Descriptors: Transformative Learning, Play, Educational Games, Game Based Learning
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Xiangna Wu; Wannaporn Siripala; Noppavan Namtubtim – Journal of Education and Learning, 2025
This study investigates the impact of interactive multimedia on Chinese character recognition skills among thirdgrade students in Beijing, China. The research aims to study the impact of incorporating mnemonics into multimedia on the acquisition of Chinese character recognition skills in Grade 3 students and to compare the skill level between…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Ideography
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