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Ye, Chao; Gao, Yang; Yu, Jie; He, Yixu – Journal of Geography in Higher Education, 2021
Using games to teach is an interesting and worthwhile practice; however, the couplet game has not been described before. In this study, first-year students played a couplet game with their teacher at the end of the course. Each student was asked to summarize and write individual opinions on human geography in one keyword; then, the teacher wrote…
Descriptors: Geography Instruction, Human Geography, Instructional Effectiveness, Game Based Learning
Öntürk, Yavuz; Güvendi, Burcu; Keskin, Burçak; Kandaz Gelen, Nuran – Education Quarterly Reviews, 2021
Nowadays, digital games have become a part of the daily lives of individuals, and accordingly, the virtual world phenomenon, especially in the young population, has emerged. This phenomenon causes digital game users to experience other worlds as well as their real lives. The experiences of individuals through games in the virtual environment, on…
Descriptors: Foreign Countries, Educational Games, Video Games, Student Attitudes
Ferro, Lauren S.; Sapio, Francesco; Terracina, Annalisa; Temperini, Marco; Mecella, Massimo – IEEE Transactions on Learning Technologies, 2021
Education and training are among the fields taking advantage of serious games (SGs). In this article, we present Gea 2: A New Earth, a digital SG developed as an immersive 3-D virtual learning environment, integrating several educational resources, including multimedia learning material, communication tools, and intelligent tutoring support. The…
Descriptors: Educational Games, STEM Education, Technology Uses in Education, Intelligent Tutoring Systems
Morgan, Lewis; Turner, Ian – Primary Science, 2021
"Dungeons and Dragons" is classified as a table-top role-playing game (TTRPG) and it is not surprising that TTRPGs exist for every genre and period that can possibly be imagined. TTRPGs are, as the name suggests, played around a table and benefit from not relying on some of the potential barriers players may perceive when playing…
Descriptors: Role Playing, Games, Academic Achievement, Elementary School Students
Luo, Zhanni; Brown, Cheryl; O'Steen, Billy – Education and Information Technologies, 2021
Gamified learning tools refer to the websites, software or mobile applications that use game design elements for educational purposes. Though theoretically promising in engaging leaners, gamified learning tools were not widely accepted in practice. This paper seeks to better understand what encourages and constrains teachers' use of gamified…
Descriptors: Intention, Teacher Attitudes, Secondary School Teachers, Game Based Learning
Agbo, Friday Joseph; Oyelere, Solomon Sunday; Suhonen, Jarkko; Laine, Teemu H. – Education and Information Technologies, 2021
Understanding the principles of computational thinking (CT), e.g., problem abstraction, decomposition, and recursion, is vital for computer science (CS) students. Unfortunately, these concepts can be difficult for novice students to understand. One way students can develop CT skills is to involve them in the design of an application to teach CT.…
Descriptors: Instructional Design, Game Based Learning, Computation, Thinking Skills
Yang, Xiaotong; Rahimi, Seyedahmad; Shute, Valerie; Kuba, Renata; Smith, Ginny; Alonso-Fernández, Cristina – Educational Technology Research and Development, 2021
In-game learning supports aim to help students solve game levels (i.e., game-related supports), and connect to underlying content (i.e., content-related and hybrid supports). Students with different levels of prior knowledge may have different needs for in-game supports. In this study, we designed a 2D physics game with game-related,…
Descriptors: Prior Learning, Educational Games, Game Based Learning, High School Students
Obery, Amanda; Lux, Nick; Cornish, Jamie; Grimberg, Bruna Irene; Hartshorn, Anthony – TechTrends: Linking Research and Practice to Improve Learning, 2021
This investigation was conducted to examine middle school students' use of formative assessment technologies in informal science learning contexts. Specifically, this study focused on students' overall preferences when using a game-based student response system (GSRS; Wang, 2015) as a formative assessment. Data sources included students' (n = 42)…
Descriptors: Competition, Games, Game Based Learning, Audience Response Systems
Stufft, Carolyn J.; von Gillern, Sam – Journal of Adolescent & Adult Literacy, 2021
This article explores the written reflections and multimodal analyses of 31 middle school students who engaged with video games as texts. For four consecutive days, students spent 30 minutes playing video games and then 30 minutes writing reflections on their experiences and perceptions, resulting in 124 total reflections. Students focused on how…
Descriptors: Learning Modalities, Learning Processes, Associative Learning, Game Based Learning
Conesa, Pedro Javier; Duñabeitia, Jon Andoni – Journal of Educational Research, 2021
In terms of critical skills for academic achievement, the literature has revealed that the development of executive functions (EF) plays a key role. Although numerous researchers have aimed to improve EF through computerized cognitive training interventions, the evidence of the effect derived from these interventions remains ambiguous. The purpose…
Descriptors: Preadolescents, Elementary School Students, Academic Achievement, Instructional Effectiveness
Say, Serkan; Akbulut, Serdar – Online Submission, 2021
Educational games are included in student-centered practices in the contemporary education system, which are suitable for the purpose of raising students who know themselves and love to research and learn. Educational games enable children to develop their cognitive, social and psycho-motor skills by being inspired by activities that are different…
Descriptors: Educational Games, Teacher Attitudes, Gender Differences, Instructional Program Divisions
Anjelica B. Hart – ProQuest LLC, 2021
This qualitative research study explored the procedures and instructional practices of implementing game-based learning within a course and/or curriculum in higher education. Game-based learning is structured to integrate gameplay into a subject matter to increase a student's ability to acquire and apply knowledge to the real world. Furthermore,…
Descriptors: College Students, Game Based Learning, Educational Games, Learner Engagement
McGowan, Amanda L.; Gerde, Hope K.; Pfeiffer, Karin A.; Pontifex, Matthew B. – Early Education and Development, 2023
Research Findings: The present study examined the associations among meeting 24-hour movement behavior recommendations set by the World Health Organization (2019) and young children's self-regulation and quantity estimation skills in a sample of 123 children (n = 65 female; 4.9 ± 0.7 years) in mid-Michigan. Meeting screen time recommendations…
Descriptors: Motion, Child Behavior, Guidelines, Computation
Tatar, Burcu H.; Gerde, Hope K. – Reading Teacher, 2023
Young children's engagement with digital tools (e.g., tablets, smartphones, ebooks/storyapps, and mobile apps) is increasing globally. This is inevitable in our digital world. Even though children primarily use digital technology for entertainment purposes, these tools offer valuable learning opportunities too. Importantly, adults can provide and…
Descriptors: Young Children, Parent Teacher Cooperation, Parent Participation, Mass Media Use
Lin, Cheng-Ta – Turkish Online Journal of Educational Technology - TOJET, 2023
A purposive sampling was conducted with 109 students from Anding elementary school, Taiwan. First, we found perceived ease of learning, enjoyment, self-efficacy, social interaction and learning attitude have significant differences between integrated teaching approach and Spoon-feeding instruction in this study. Second, the research framework has…
Descriptors: Computer Assisted Instruction, Elementary School Students, Difficulty Level, Student Attitudes

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