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Rui Leitão; Shige Yao; Laura Guimarães – Education and Information Technologies, 2025
Over the past decade, research has stressed the necessity of increasing ocean teaching in formal and informal education by addressing ocean literacy dimensions. Although board games have emerged as an affordable and accessible option for immersive learning experiences, limited empirical evidence demonstrates their effectiveness in enhancing…
Descriptors: Educational Games, Marine Education, Oceanography, Teaching Methods
Shawn Loewen, Editor; Frederick J. Poole, Editor; Hyun-Bin Hwang, Editor; Matthew D. Coss, Editor – Language Learning & Language Teaching, 2025
This book brings together a team of leading international scholars to explore the rich inter-section of technology and second language (L2) learning and teaching. This innovative volume offers a unique blend of cutting-edge empirical research, pedagogy-informed perspectives, and practical applications for educators, administrators, and researchers…
Descriptors: Educational Technology, Technology Uses in Education, Second Language Learning, Second Language Instruction
Núñez-Pacheco, Rosa; Espinoza-Montoya, Claudia; Yucra-Quispe, Liz-Marjorie; Turpo-Gebera, Osbaldo; Aguaded, Ignacio – Journal of Technology and Science Education, 2023
Video games have become an important element of contemporary life. The need to use them in the field of education has given rise to the appearance of serious video games, which have been specially designed to achieve objectives at different educational levels and generate spaces for educational innovation. The purpose of this work is to…
Descriptors: Video Games, Game Based Learning, Engineering Education, Student Attitudes
Yang, Kai-Hsiang; Chen, Hsiao-Hua – Interactive Learning Environments, 2023
Many studies have confirmed that digital game-based learning can effectively improve students' learning motivation and that properly integrating learning strategies into digital games can effectively improve students' learning achievement. However, rare research has been considered the long-term effect of learning retention. In the current study,…
Descriptors: Active Learning, Learning Strategies, Electronic Learning, Game Based Learning
Sunday, Kissinger; Oyelere, Solomon Sunday; Agbo, Friday Joseph; Aliyu, Muhammad Bello; Balogun, Oluwafemi Samson; Bouali, Nacir – Technology, Knowledge and Learning, 2023
Many empirical studies have shown that educational games and recent technologies impact education and increase learning effectiveness, students' motivation and engagement. The overall aim of this study is to evaluate the usability of Imikode, a virtual reality (VR) game that was developed to introduce the concepts of object-oriented programming to…
Descriptors: Usability, Program Evaluation, Instructional Effectiveness, Computer Games
Kazu, Ibrahim Yasar; Kuvvetli, Murat – Education and Information Technologies, 2023
This research aimed to explore the views of 8th grade students on digital game-based English language learning as a foreign language (EFL). A total of 69 students between the ages of 12 and 14 participated in the study. Students' vocabulary acquisition skills were tested using a web 2.0 application called "Quizziz." The study utilized a…
Descriptors: Instructional Effectiveness, Evaluation Methods, Video Games, Game Based Learning
Lee, Pui Yuen; Lau, Kung Wong – Health Education, 2023
Purpose: Appropriate and deliberate use of drug prevention methods is the key to educating children about the dangers of addiction and the way of prevention. With the growing prevalence of digital games among youngsters, health education and communication among children can try adopting advergames on digital television instead of traditional…
Descriptors: Educational Games, Health Education, Prevention, Health Behavior
Layth, Heather-Ann – Teaching Sociology, 2023
First-generation and working-class (FGWC) students bring a different set of life experiences to the classroom than students of privilege. As an instructor from an FGWC background, I use the poverty simulation game Spent! to make economic stratification understandable to students who have led lives of economic privilege and bring FGWC…
Descriptors: First Generation College Students, Working Class, College Students, Student Experience
Simone Titus; Dick Ng'ambi – International Journal of Game-Based Learning, 2023
Although game-based learning has gained significant attention in higher education globally, it is difficult to harness its engagement and interactions to improve student success. This paper argues that the use of digital games has the potential to interrupt social practices and increase engagement and interaction, thereby fostering meaningful…
Descriptors: Cross Cultural Training, Game Based Learning, Computer Games, Learner Engagement
Siti Muthomimah; Fattah Hanurawan; Nur Eva; Hetti Rahmawati – Pegem Journal of Education and Instruction, 2023
Educational games are becoming a learning trend for elementary school students today because of their fun nature and attractive appearance which makes students interested in trying them. Pancasila educational games are also designed to make learning more interesting. Testing of educational games and their compatibility with human-computer…
Descriptors: Educational Games, Elementary School Students, Learner Engagement, Computer Games
Philippa Nicoll Antipas – set: Research Information for Teachers, 2023
This article draws on doctoral research into conferences for teacher professional learning and development (PLD). It outlines the literature on teacher PLD, and describes the process by which the collective, game-like activity, Plan D, was designed and prototyped. Plan D affords teachers the opportunity to design their own, bespoke, PLD…
Descriptors: Program Design, Faculty Development, Teacher Education, Conferences (Gatherings)
Elizabeth Caravella – Composition Forum, 2023
Responding to the call for embracing mêtis in the classroom, this piece puts scholarship on embodiment and emergent gameplay in conversation with one another to explore a potential means of cultivating "mêtic" intelligence in the composition classroom by empirically examining how the open world game "The Legend of Zelda: Breath of…
Descriptors: Rhetorical Theory, Rhetoric, Writing (Composition), Class Activities
Increasing Math Knowledge in 3rd Grade: Evaluating Student Use & Teacher Perceptions of Imagine Math
Paoze Lee – ProQuest LLC, 2023
Students across the nation struggle with learning mathematics for a variety of reasons such as the abstract nature, there is only one correct answer and how math is foundational. With the recent increase in the use of digital programs, school districts across the nation have turned to digital math programs for math intervention and learning.…
Descriptors: Grade 3, Mathematics, Elementary School Mathematics, Game Based Learning
Agnes D. Garciano; Debbie Marie B. Verzosa; Ma. Louise Antonette N. De Las Peñas; Maria Alva Q. Aberin; Juan Carlo F. Mallari; Jumela F. Sarmiento; Mark Anthony C. Tolentino – International Association for Development of the Information Society, 2023
This paper discusses the "Just Keep Solving" apps that are designed based on deliberate practice model for developing mathematical skills. Features of deliberate practice include well-defined goals involving areas of weakness as determined by a knowledgeable other such as a teacher. The integration of game design features provides a…
Descriptors: Students, Student Centered Learning, Play, Electronic Learning
Selçuk Alkan; Tuba Ada – International Journal for Technology in Mathematics Education, 2023
Designing a digital game using method, activities, contexts and problems which have been proved to be effective in mathematics education for a long time, will increase the effectiveness and success of the game. The purpose of this study was to reflect the digital game design process for the area concept. The design-based research method was used…
Descriptors: Video Games, Computer Games, Mathematics Education, Educational Technology

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