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Drumhiller, Nicole K., Ed.; Wilkin, Terri L., Ed.; Srba, Karen V., Ed. – IGI Global, 2021
Simulation and game-based learning are essential applications in a learning environment as they provide learners an opportunity to apply the course material in real-life scenarios. Introducing real-life learning allows the learner to make critical decisions at different points within the simulation providing constructive education that leads to a…
Descriptors: Simulation, Game Based Learning, Emergency Programs, Authentic Learning
Bilbao-Quintana, Naiara; López-de-la-Serna, Arantzazu; Romero-Andonegui, Ainara; Tejada-Garitano, Eneko – Online Submission, 2021
Introduction: The term escape room has undergone a notable evolution in recent years, extending its presence to areas not only recreational but also business or educational. The defining traits (overcoming obstacles, problem-solving, teamwork, time management...) have proven to be valid in business and education. This study presents the…
Descriptors: Thinking Skills, Skill Development, Learning Motivation, Curriculum Design
Sherry Yi – ProQuest LLC, 2021
Interest development is a topic that has fascinated and puzzled educators since the 20th century. Despite decades of research and important advances in the field, questions remain about interest and its relationship to learning. In particular, given the pervasiveness of technology in our daily lives, it is essential to understand how interest…
Descriptors: Video Games, Intervention, Educational Games, STEM Education
Ai-Chu Elisha Ding; Kuo-Ting Tim Huang; Jessica DuBois; Huali Fu – Educational Technology Research and Development, 2024
Secondary science students still struggle to master scientific concepts and apply content-based knowledge. The instructional design behind the incorporation of innovative technology and the use of game-based learning (GBL) could be a key to increasing student acquisition of science knowledge. Using a mixed methods design, this study examined the…
Descriptors: Game Based Learning, Computer Simulation, Scaffolding (Teaching Technique), Student Motivation
Julia Lipinska – Language Learning Journal, 2024
Improvisational theatre activities can be used as a tool for developing interactional competence in a language classroom. The unpredictable nature of improvisation resembles authentic communication, as it requires topic negotiation, spontaneous reactions and cooperation. The present article examines the student perspective on improvisation, which…
Descriptors: Secondary School Students, Second Language Learning, French, Foreign Countries
Lu Zhang; Yue Lei; Tim Pelton; Leslee Francis Pelton; Junjie Shang – Journal of Computer Assisted Learning, 2024
Background: Digital game-based learning (DGBL) has the potential to provide a gender inclusive learning environment for children. Objective: The present study aimed to explore gendered differences among primary school learners in grades three, four, and five within the context of game-based fraction learning from cognitive, motivational and…
Descriptors: Gender Differences, Game Based Learning, Mathematics Education, Electronic Learning
Ari Muhammad Syifa; Lilla Musyahda; David Segoh – Journal of Education and Learning (EduLearn), 2024
This systematic literature review (SLR) aimed to investigate the potential of digital online game-based learning (DOGBL) to enhance motivation in English as a foreign language (EFL). Online gaming has grown in popularity among students, opening up the possibility of using games as powerful instructional resources. Academic achievement depends on…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Computer Games
Shakeel Mohammad Cassam Atchia; Dhavini Chummun; Saheel Luckho – Journal of Biological Education, 2024
This study uses a case study methodology to showcase the use of the DTSICM (Design thinking Strategy to Identify and Clear Misconceptions) model, which provides a design thinking approach to identify and clear a common misconception on photosynthesis, held by a sample of 27 A-level students. As a first stage, data collected through the…
Descriptors: Design, Thinking Skills, Scientific Concepts, Misconceptions
Matthew Finster; Lauren Decker-Woodrow; Barbara Booker; Craig A. Mason; Shihfen Tu; Ji-Eun Lee – Journal of Research on Educational Effectiveness, 2024
COVID-19 contributed to the largest student performance decline in mathematics since 1990. The nation needs cost-effective mathematic interventions to address this drop and improve students' mathematics performance. This study presents a cost-effectiveness analysis (CEA) of three algebraic technological applications, across four conditions: From…
Descriptors: Cost Effectiveness, Mathematics Achievement, Efficiency, COVID-19
Min, Wookhee; Frankosky, Megan H.; Mott, Bradford W.; Rowe, Jonathan P.; Smith, Andy; Wiebe, Eric; Boyer, Kristy Elizabeth; Lester, James C. – IEEE Transactions on Learning Technologies, 2020
A distinctive feature of game-based learning environments is their capacity for enabling stealth assessment. Stealth assessment analyzes a stream of fine-grained student interaction data from a game-based learning environment to dynamically draw inferences about students' competencies through evidence-centered design. In evidence-centered design,…
Descriptors: Game Based Learning, Student Evaluation, Artificial Intelligence, Models
Hayak, Merav; Avidov-Ungar, Orit – TechTrends: Linking Research and Practice to Improve Learning, 2020
The present study examined teachers' perceptions regarding the integration of digital game-based learning (DGBL) into their instruction at different stages of their career, in terms of: (a) inhibiting and encouraging factors (b) motivating factors. The research involved 28 elementary school teachers who were integrating DGBL into their…
Descriptors: Game Based Learning, Teacher Attitudes, Elementary School Teachers, Beginning Teachers
McFeetors, P. Janelle; MacDonald, Broek – Australian Primary Mathematics Classroom, 2020
In this article, the authors explore a number of interesting games as contexts for students learning geometry and enhancing their development of problem solving and reasoning. The games selected were appealing, content-aligned games for approximately four players with simple rules and 10-30 minutes of play time. The games were integrated by…
Descriptors: Geometry, Mathematics Education, Game Based Learning, Play
Kapp, Karl M.; Valtchanov, Deltcho; Pastore, Ray – Educational Technology Research and Development, 2020
This study focused on the use of casual games to motivate learners in a corporate retail settings to engage in a online learning platform. The study analyzed two populations of learners who were using the learning platform. One group of learners was in a game condition. In this condition, the learners were provided the option to play a casual game…
Descriptors: Games, Game Based Learning, On the Job Training, Distributive Education
Shoesmith, Jake; Hook, Jonathan D.; Parsons, Andrew F.; Hurst, Glenn A. – Journal of Chemical Education, 2020
Organic Fanatic is a free-of-charge quiz-based mobile application game that encourages students to test their abilities and enhance their learning of organic structure and reactivity through a fun, arcade-style interface. Students can attempt a total of 270 multiple choice questions, choosing from a possible 1080 associated answers that can be…
Descriptors: Electronic Learning, Handheld Devices, Tests, Organic Chemistry
Demir, Abdurrahman; Akin, Manolya – Malaysian Online Journal of Educational Technology, 2020
The purpose of this study was to investigate the effects of exergame training which can be conducted on stable floor; at school with smart board and at home with TV screen, on students' balance improvement. 53 students with age average of 10,25[plus or minus]0.504 were voluntarily participated to this research. In this experimental research,…
Descriptors: Instructional Effectiveness, Game Based Learning, Exercise, Psychomotor Skills

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