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Mohammed H. Albahiri; Ali A. M. Alhaj; Bandar M. Al Oteibi – Educational Process: International Journal, 2025
Background/purpose: This research aimed at designing an educational program based on gamification for teaching mathematics as required by the Trends in International Mathematics and Science Study (TIMSS) to determine its impact on advancing strategic competence among fourth-grade male students in the first semester of Academic Year 1445AH in…
Descriptors: Gamification, Mathematics Instruction, Game Based Learning, Educational Games
Wei-Ting Hsu; Min Pan; Bo-Long Wu – Quest, 2025
This study investigates the effectiveness of the student-designed games (SDG) model in enhancing effort, cooperation, and enjoyment among 173 preservice teachers in a university-level sports officiating course within a Physical Education Teacher Education (PETE) program. Using a quasiexperimental design, participants were divided into an…
Descriptors: Physical Education Teachers, Teacher Education Programs, Educational Games, Design
Feng Feng; Wenxia Yang – Education and Information Technologies, 2025
The emergence of digital game types has opened up significant opportunities to facilitate language acquisition through feedback provision, attracting diverse research strands to explore their potential as arenas for technology-assisted language learning. This study investigates the effects of learner-, peer-, and collaborative-regulated feedback…
Descriptors: Foreign Countries, Computer Games, Game Based Learning, Feedback (Response)
Minkai Wang; Di Zhang; Jingdong Zhu; Hanjie Gu – Journal of Educational Computing Research, 2025
Scientific knowledge is often abstract and challenging, making it difficult for students to apply these concepts effectively. Digital game-based learning (DGBL) offers an engaging and immersive approach, but the fixed resources and predetermined learning paths in most games limit its ability to adapt to individual learners' needs. Large language…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Academic Achievement
Andreas Giannakoulas; Stelios Xinogalos – Journal of Educational Computing Research, 2025
This study critically reviews sixteen empirical studies that investigate the various difficulties that primary school students encounter while learning programming through educational games. Specifically, the challenges that students face in understanding basic programming concepts and the game elements that contribute to these difficulties, as…
Descriptors: Elementary School Students, Elementary School Teachers, Programming, Game Based Learning
Norfarizah Mohd Bakhir; SiBo Zhou; Shu Chen; Zhou Tianlong – Journal of Educational Computing Research, 2025
This study investigates the effectiveness of digital games in arts education for learning art knowledge and enhancing art interest. Art knowledge includes the topics of art history, production, esthetics, and art criticism. A quasi-experimental approach was used in this study. A 1-month course on arts education digital games was conducted with 40…
Descriptors: College Students, Art Education, Art Appreciation, Art Criticism
Norlia Mat Norwani; Zuriadah Ismail; Rohaila Yusof; Nastasya Athira Mohd Nasir; Anis Suriati Ahmad – Journal of Education and Learning (EduLearn), 2025
Employers often perceive accounting graduates as lacking motivation and soft skills. The research proposes that game-based learning (GBL) will enhance students' motivation, teamwork, critical thinking, communication skills, and promote learning. Research instruments include academic motivation scale (AMS) utilized to measure motivation, skills…
Descriptors: Accounting, Business Education, Game Based Learning, Soft Skills
Ljerka Jukic Matic; Sonia Abrantes Garcêz Palha – International Electronic Journal of Mathematics Education, 2025
The growing integration of technology into society highlights the need for educational transformation to better equip students for future challenges and the evolving labor market. Digital game-based learning (DGBL) has emerged as a promising strategy for enhancing learning using interactive digital games. This study investigates the implementation…
Descriptors: Secondary School Mathematics, Mathematics Education, Video Games, Computer Games
Delsa Silva Amino Cufuna; Gizeh Rangel-de Lazaro; Josep M. Duart – Journal of Digital Learning in Teacher Education, 2025
Augmented reality (AR) has emerged as an educational technology with the potential to create immersive learning environments. To use AR, it is essential to integrate didactic strategies that enable pre-service primary school teachers to create digital content for their future students. Our systematic literature review examined how pre-service…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Jewoong Moon; Sheunghyun Yeo; Qi Si; Abiodun Stephen Ijeluola – International Journal of Mathematical Education in Science and Technology, 2025
We conducted a scoping review on game-based learning (GBL) for mathematics teacher education. In recent decades, GBL has been largely applied to K-12 education contexts. GBL has aimed to promote students' deeper understanding of mathematics knowledge via game-based activities. With the evolving needs of GBL in mathematics education, recent…
Descriptors: Game Based Learning, Mathematics Teachers, Mathematics Education, Teacher Education
Leonard A. Annetta; Mark H. Newton; Kelly Schumann – International Journal of Education in Mathematics, Science and Technology, 2025
The Next Generation Science Standards call for engineering design solutions using computer technologies, but many K-12 classrooms either do not have accessible technologies or the teacher pedagogical knowledge on how to effectively implement engineering design into the curriculum. Without access to computer or mobile technologies, teachers are…
Descriptors: Science and Society, Computation, Thinking Skills, Design
Joni Tzuchen Tang; Shih-Ting Chu; Tung-Feng Chang – Innovation in Language Learning and Teaching, 2025
Early exposure to preschool literacy skills benefits children's language development, and the rise of digital learning provides young children access to information and technology devices. This study investigated the effectiveness of using a tablet learning model combined with a Digital Game-Based Learning Approach and applied handwriting skills…
Descriptors: Handwriting, Alphabets, Game Based Learning, Video Games
Winarto; Dadan Rosana; Widodo Setiyo Wibowo; Dita Puji Rahayu; Pramudya Wahyu Pradana; Galih Albarra Shidiq – European Journal of STEM Education, 2025
The issue of environmental pollution in urban areas is becoming more prevalent. Students require the implementation of environmental education. The purpose of this study is to analyze the impact of STEM-EfSD games on improving creative thinking and environmental literacy. We employed a quasi-experimental one-group pretest-posttest design as the…
Descriptors: STEM Education, Environmental Education, Pollution, Urban Areas
Giancarlo Vecchi – Teaching Public Administration, 2025
The objective of the paper is to present the structure and contents of the Urban Innovation scenario, part of the P-Cube educational digital game. The first sections develop the main elements that characterize the debate on the urban and metropolitan areas, from which the P-Cube drew the basis for the development of the game's missions. These…
Descriptors: Educational Games, Video Games, Game Based Learning, Public Policy
Ting-Chia Hsu; Tai-Ping Hsu – Education and Information Technologies, 2025
While computational thinking (CT) is crucial for modern education, integrating artificial intelligence (AI) into learning poses challenges due to its complexity. Generative AI Drawing (GAID) offers an intuitive method for teaching AI concepts, but barriers such as restrictive access for younger students and limited instructional frameworks hinder…
Descriptors: Teaching Methods, Artificial Intelligence, Educational Games, Freehand Drawing

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