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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
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
Marnin-Distelfeld, Shahar – Journal of Education, 2020
This article deals with the card game "We Were Once" featuring the history of Kiryat Tivon. The game's components embody values expected to promote a sense of significance toward history among its young players. It consists of archival photos divided into 10 quartets: founders, mayors, beginnings, significant women, public buildings,…
Descriptors: History Instruction, Foreign Countries, Visual Literacy, Game Based Learning
Plump, Carolyn M.; Meisel, Steven I. – Management Teaching Review, 2020
A constant challenge for faculty is to gain and to hold student interest so that substantive learning can occur. One way to achieve this is through the use of games. This article describes an escape room activity for the classroom that is modeled after commercial escape rooms. This fun, single-session team dynamics exercise can be used in an…
Descriptors: Game Based Learning, Learner Engagement, Retention (Psychology), College Students
Çirak, Nese Sevim; Erol, Osman – Participatory Educational Research, 2020
Digital games have taken on an important role in many people's lives and are popular among various age groups and different genders. Hence, it is important to estimate why people are so attracted to digital games. The aim of this study is to investigate the motivational factors that incite people to play digital games. To achieve this, survey…
Descriptors: Motivation, Computer Games, Self Determination, Gender Differences
Donmez, Ismail; Tekce, Murat; Kirmit, Serihan – Journal of Education in Science, Environment and Health, 2020
The purpose of this research is to examine the contents of the representations that students used while producing digital games in the scope of STEM education. The descriptive survey model among the other quantitative research methods has been used. Within the scope of this purpose, 300 games from the competition arranged throughout Turkey with…
Descriptors: Computer Games, Video Games, STEM Education, Design
Slater, Stefan; Baker, Ryan S.; Wang, Yeyu – International Educational Data Mining Society, 2020
Feature engineering, the construction of contextual and relevant features from system log data, is a crucial component of developing robust and interpretable models in educational data mining contexts. The practice of feature engineering depends on domain experts and system developers working in tandem in order to creatively identify actions and…
Descriptors: Data Analysis, Engineering, Classification, Models
Huiqing Hu – ProQuest LLC, 2020
College students often view statistics as challenging and unpleasant to learn (Ben-Zvi et al., 2017). Digital games designed for educational purposes have been found to be effective for promoting statistics learning and motivation to learn statistics (e.g. Boyle et al., 2014). However, research is currently lacking on the best practices for…
Descriptors: Computer Games, Statistics, Self Efficacy, Context Effect
Azhar, Sheikh Ahmad Firdaus Jamil; Jalil, Habibah Ab – Asian Journal of University Education, 2022
In the 21st century, mobile games have become a growing interest among children, including primary school students. This can be a great opportunity for instructors to utilize mobile games approaches and students' interest in games for education teaching and learning purposes, specifically in the primary classroom environment. However, there is no…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
Thai, Khanh-Phuong; Bang, Hee Jin; Li, Linlin – Journal of Research on Educational Effectiveness, 2022
This study examines whether "My Math Academy," a digital game-based learning environment that provides personalized content and adaptive embedded assessments, can improve math knowledge of Transitional Kindergarten and Kindergarten students. A cluster randomized study was conducted with 20 classrooms, 10 of which were randomly assigned…
Descriptors: Mathematics Instruction, Knowledge Level, Kindergarten, Game Based Learning
van Uittert, Anne; Verhoeven, Ludo; Segers, Eliane – Journal of Computer Assisted Learning, 2022
In the present study, a 5-week tablet-based word reading efficiency game intervention (Reading Turbo) was integrated in a comprehensive phonics-based reading curriculum. The aims of the study were to examine whether the game would advance children's word reading efficiency, and to determine the extent to which pre-reading capacities and in-game…
Descriptors: Game Based Learning, Reading Instruction, Reading Fluency, Educational Games
Kleinman, Erica; Shergadwala, Murtuza N.; Teng, Zhaoqing; Villareale, Jennifer; Bryant, Andy; Zhu, Jichen; Seif El-Nasr, Magy – Journal of Learning Analytics, 2022
Educational technology is shifting toward facilitating personalized learning. Such personalization, however, requires a detailed understanding of students' problem-solving processes. Sequence analysis (SA) is a promising approach to gaining granular insights into student problem solving; however, existing techniques are difficult to interpret…
Descriptors: Problem Solving, Learning Analytics, Decision Making, Educational Technology
Burhan Mahmoud Hamadneh; Mamoun Mohammed AL-Azzam; Turki Mahdi Alqarni; Abdulaziz Derwesh Almalki – International Journal of Education in Mathematics, Science and Technology, 2024
The study aimed to reveal the degree of special education teachers' employment of electronic educational games in teaching the disabled. It also showed statistical differences according to the variables of gender, academic qualification, and years of experience. To achieve the objectives of the study, the descriptive survey method was used. The…
Descriptors: Special Education Teachers, Video Games, Students with Disabilities, Teaching Methods
Yun Luo; Chen Ye; Yunxin Zhao; Hui Zhang – Psychology in the Schools, 2024
Researchers have found that violent online game addiction has become a serious global problem that negatively affects younger people. This study used a cross-sectional research design to examine the effects of violent online game contact on individuals' academic procrastination. We further explored the mediating role of emotional self-regulation…
Descriptors: Motivation, Time Management, Video Games, Violence
Elif Eda Miskioglu; Cheryl A. Bodnar; Brittany Butler; Jeffrey Stransky; Cayla Ritz – Chemical Engineering Education, 2024
Process safety remains an area of importance in chemical engineering education. Process safety incidents are tied to individuals' choices that require exercising judgement in weighing competing criteria. While safety is paramount, we need to acknowledge the competing criteria practitioners need to consider (budget, leadership, personal…
Descriptors: Teacher Attitudes, Safety Education, Chemical Engineering, Engineering Education

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