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Alrehaili, Enas Abdulrahman; Al Osman, Hussein – Interactive Learning Environments, 2022
Educational systems can benefit from Virtual Reality's (VR) ability to support experiential learning. In particular, VR based games, especially role-playing serious games (RPGs), can promote learning through the simulation of various educational scenarios. This study proposes an immersive VR-RPG to educate players about the behavior of honeybees.…
Descriptors: Computer Simulation, Game Based Learning, Role Playing, Program Effectiveness
Bado, Niamboue – Interactive Learning Environments, 2022
The present study sought to elicit insights into pedagogical practices pertaining to the integration of digital games into teaching and learning. A review of peer-reviewed journal articles published in English over the past 10 years uncovered common pedagogical themes that were categorized into a pre-game, game, and post-game taxonomy. The…
Descriptors: Game Based Learning, Educational Games, Learning Activities, Classroom Techniques
Jarrah, Adeeb M.; Almassri, Haneen; Johnson, Jason D.; Wardat, Yousef – EURASIA Journal of Mathematics, Science and Technology Education, 2022
The United Arab Emirates' vision of the 2021 National agenda aimed that its students rank among the best in the world in mathematics and the sciences. However, fractions remain a challenging topic for both teachers and students. The purpose of this study was to investigate the impact of using digital games-based learning (ABACUS) on students'…
Descriptors: Video Games, Game Based Learning, Mathematics Achievement, Fractions
Sale, R. Samuel – International Journal of Education and Development using Information and Communication Technology, 2022
In response to the increased prevalence of remote learning, and exhortation that educators adopt more experiential pedagogy, a methodology is presented to use a free, commercially available game to teach a variety of resource allocation problems in various disciplines. The use of games to provide experiential learning has been shown to increase…
Descriptors: Game Based Learning, Resource Allocation, Experiential Learning, Secondary School Students
Domitrovich, Joshua L. – ProQuest LLC, 2022
Higher education practitioners continue to search for ways to increase student engagement with career services offices to improve students' career readiness and employability. The use and effectiveness of gamification to increase student engagement in co-curricular environments is an understudied area of educational research. Therefore, the…
Descriptors: Learner Engagement, Game Based Learning, Student Attitudes, Career Counseling
Ward, Monica; Xu, Liang; Uí Dhonnchadha, Elaine – Research-publishing.net, 2022
Game Based Language Learning (GBLL) is an approach to language learning in which learning happens in the process of playing a game. GBLL has several potential benefits including enhanced reading, writing, and cultural awareness. This paper provides a brief overview of Cipher -- Faoi Gheasa, a GBLL app for Irish and learners' feedback on the game.…
Descriptors: Game Based Learning, Second Language Learning, Irish, Error Correction
Pi-Sui Hsu; Reva Freedman; Darin Brockmann; Zachary Hueneke; Dean LaBarbera; Ben Kluga; Rui Zhang; Ian Sullivan; Margot Van Dyke – International Journal of Designs for Learning, 2022
The objective of this project was to address design gaps in previous programs that address scientific argumentation in middle schools. We adopted gamification mechanics (e.g., stimulus and response and progression) to design a computer-assisted program to better support students' development of scientific argumentation. In this paper, we describe…
Descriptors: Game Based Learning, Middle School Students, Persuasive Discourse, Science Education
Ahmad Syawaluddin; Nur Aeni – Discover Education, 2025
This study looks at how utilizing digital versions of classic games specifically Snakes and Ladders can help young learners learn more vocabulary in English. The study focuses on how digital versions of classic games can improve primary school students' vocabulary learning and retention. A quasi-experimental approach was used, with a control group…
Descriptors: Educational Technology, Technology Uses in Education, Vocabulary Development, English (Second Language)
Naoko Taguchi; Daniel H. Dixon; Yuqing Qin; Ying Chen – Language Teaching Research, 2025
We investigated the extent to which English learners developed knowledge of pragmatically-appropriate request-making forms through task-based gameplay involving virtual dialogues with fictional professors, employers, and friends on a virtual US campus. The digital game presents players with several scenarios, asking them to select the most…
Descriptors: Game Based Learning, Undergraduate Students, Video Games, Computer Simulation
Mirjam West; Petra Baettig-Frey – Educational Technology & Society, 2025
Preserving biodiversity is vital, and early education plays a key role in fostering environmental awareness. An Augmented Reality Outdoor Mission (AROM) has been created as an innovative educational tool for children between the ages 7 and 11. AROM combines entertainment and education and is designed to engage elementary schoolchildren and…
Descriptors: Computer Simulation, Science Education, Biodiversity, Biology
Mark Applebaum – European Journal of Science and Mathematics Education, 2025
Students often perceive mathematics as a challenging and abstract subject, leading to disengagement and anxiety. To address these challenges, educators have increasingly turned to math games as a pedagogical tool to make learning more interactive and enjoyable. This paper explores the potential of math games, particularly Bachet's game, as…
Descriptors: Preservice Teacher Education, Preservice Teachers, Mathematics Activities, Mathematics Education
Rahul Mohandas; Subhashree Mohapatra – Digital Education Review, 2025
Game-based learning (GBL) is an effective learning tool for medical and dental undergraduates in enhancing knowledge and skills as well as gaining student engagement and motivation. Educational games can create a social constructivist learning environment, where learners can construct their knowledge through interactions with their peers and…
Descriptors: Undergraduate Students, Dentistry, Game Based Learning, Student Motivation
Wendee White; Paul Gault; Jill Shimi; Kristi Herd; Gaye Manwaring – Discover Education, 2025
This study explores the effectiveness and design value of 'Resilience Education Supports Students in Life' (RESSIL), an adventure-based digital game for developing resilience capacities in undergraduate students at one UK University. RESSIL was designed in response to the increasing wellbeing needs of undergraduate students and in recognition of…
Descriptors: Foreign Countries, Undergraduate Students, Computer Games, Educational Games
Craig Parkes; Michael A. Hemphill – Physical Education and Sport Pedagogy, 2025
Purpose: The study purpose was to investigate how preservice teachers' (PTs) socialization orientations influenced their interpretation and delivery of the teaching games for understanding (TGfU) model. Method: Participants were 14 undergraduate PTs enrolled in a games methods course in the Northeastern United States. Qualitative data were…
Descriptors: Constructivism (Learning), Physical Education, Athletics, Undergraduate Students
Monticha Uraipong; Dech-siri Nopas; Chatchawoot Pojsompong – Journal of Education and Learning, 2025
This qualitative study examines how primary school students experience physical education (PE) across government, private, and local authority schools in Thailand, and how these experiences influence their evolving attitudes toward sports. Using a multiple-case study design, data were collected through semi-structured interviews with 54 students…
Descriptors: Elementary School Students, Physical Education, Public Schools, Private Schools

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