NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 166 to 180 of 2,332 results Save | Export
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Maria del Carmen Pegalajar-Palomino; Estefanía Martínez-Valdivia – Journal of Technology and Science Education, 2024
This research explores the perception of university students of Degrees in Education towards gamification mediated by Information and Communication Technologies (ICT) as an innovative teaching strategy, aligned with the principles of educational quality of the UN Agenda 2030. A quantitative, descriptive, cross-sectional and inferential research…
Descriptors: College Freshmen, Student Attitudes, Gamification, Educational Technology
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Chotika Wanglang; Kobkiat Sraubon; Pallop Piriyasurawong – Higher Education Studies, 2024
This research aims to develop a combining game-based learning with design thinking using block-based programming to enhance computational thinking and creative games for primary students and will be referred to as game-based learning from now on. The purpose of this research is to 1) develop a model for game-based learning, 2) develop the system…
Descriptors: Game Based Learning, Design, Thinking Skills, Programming
Peer reviewed Peer reviewed
Direct linkDirect link
Melis Örnekoglu-Selçuk; Marina Emmanouil; Deniz Hasirci; Marianthi Grizioti; Lieva Van Langenhove – International Journal of Art & Design Education, 2024
The state-of-the-art literature indicates an increasing need for co-design education as it is imperative to equip future designers with the co-designing mindset. This derives from the significance of involving 'people with lived experience' in co-design processes to better meet their needs. However, the traditional design education system seems to…
Descriptors: Design, Learning Experience, Barriers, Workshops
Peer reviewed Peer reviewed
Direct linkDirect link
Valérie-D. Berner; Frank Niklas; Maria-Aikaterini Chatzaki; Katja Seitz-Stein – Educational Psychology, 2024
Empirical research highlights the benefits for the development of children's mathematical competencies when they play linear number board games with dice and receive feedback. We, therefore, investigated mathematical competencies in two training studies with six sessions and a 3 × 2 design. The sample in the first experiment consisted of N = 79…
Descriptors: Mathematics Skills, Educational Games, Elementary School Students, Foreign Countries
Peer reviewed Peer reviewed
Direct linkDirect link
Jane Henriksen-Bulmer; Emily Rosenorn-Lanng; Stevie Corbin-Clarke; Samuel Ware; Davide Melacca; Lee-Ann Fenge – Interactive Learning Environments, 2024
Game-based learning can be a useful tool for increasing engagement in topics that are typically not related to games such as privacy and staying safe online, yet, very few games exist that look at how we can passively teach audiences how to stay safe online. This paper presents a bespoke board game about privacy, aimed at young people aged 16-25…
Descriptors: Game Based Learning, Teaching Methods, Privacy, Safety
Peer reviewed Peer reviewed
Direct linkDirect link
Gihan S. Edirisinghe; Maria A. M. Trindade; Lan Luo – Decision Sciences Journal of Innovative Education, 2024
The COVID-19 pandemic forced instruction into remote formats, rendering active learning efforts in business classrooms infeasible. In response, we adopt a novel model for interactive classroom activities by hosting classroom games on Google Sheets, the free and widely used cloud-based spreadsheet application. First developed for a synchronous Zoom…
Descriptors: Internet, Computer Software, Interaction, Computer Mediated Communication
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Nicolai Plintz; Dirk Ifenthaler – International Association for Development of the Information Society, 2024
This study aims to develop a preliminary model for the content validation of serious games, specifically to assess two cybersecurity games designed for children aged 8-13 years as part of the Erasmus+ project "SuperCyberKids". Using a scoping review of databases from pedagogy, psychology, and computer science, we identified current…
Descriptors: Computer Security, Educational Games, Computer Uses in Education, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Alex Cameron; Abu Alam; Madhu Khurana; Jordan Allison; Nasreen Anjum – IEEE Transactions on Education, 2025
Modern day organizations face a continuous challenge in ensuring that their employees are cognizant with malware and cyber attacks, since it has the potential to cause financial, legal, and reputational damage to them. Current awareness training exists in a multitude of forms to equip employees and organizations to protect themselves against…
Descriptors: Computer Security, Crime Prevention, Information Security, Gamification
Peer reviewed Peer reviewed
Direct linkDirect link
Hussein Karam Hussein Abd El-Sattar – Education and Information Technologies, 2025
Daily living activities (DLAs) are crucial for people with autism spectrum disorder (ASD). Immersive learning technologies (ILTs), such as virtual reality (VR), augmented reality (AR), serious games (SGs), and the metaverse, are emerging and expanding globally as a result of the COVID-19 pandemic. In the virtual world, metaverse technology is…
Descriptors: Autism Spectrum Disorders, Students with Disabilities, Daily Living Skills, Computer Simulation
Peer reviewed Peer reviewed
Direct linkDirect link
Triinu Jesmin; Kairi Osula; Katrin Niglas; Tobias Ley – Technology, Knowledge and Learning, 2025
Several positive effects of the use of games in classroom teaching have been reported. However, in order to make game-based learning effective, teachers' current practices, their concerns and support mechanisms need to be better understood. This study collected data through an online survey from almost 1300 Estonian teachers about their game use…
Descriptors: Foreign Countries, Classroom Environment, Game Based Learning, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Flávio Marques; Leonardo Lignani; João Quadros; Myrna Amorim; Windson Viana; Eduardo Ogasawara; Joel dos Santos – Technology, Knowledge and Learning, 2025
Educational games help reinforce educational concepts. They help students learn through hypothesizing, probing, and reflecting upon the game environment. Understanding the impact of a game is important before deploying it in a class. Recent studies in learning analysis describe methodologies and approaches for analyzing educational games. However,…
Descriptors: Design, Educational Games, Reinforcement, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Lorien Cafarella; Lucas Vasconcelos – Education and Information Technologies, 2025
Middle school students often enter Computer Science (CS) classes without previous CS or Computational Thinking (CT) instruction. This study evaluated how Code.org's block-based programming curriculum affects middle school students' CT skills and attitudes toward CT and CS. Sixteen students participated in the study. This was a mixed methods action…
Descriptors: Middle School Students, Computation, Thinking Skills, Problem Solving
Peer reviewed Peer reviewed
Direct linkDirect link
Carolina Alcantar-Nieblas; Leonardo David Glasserman-Morales; Ernesto Armando Pacheco-Velazquez; Sergio Augusto Ramírez Echeverri – Journal of Applied Research in Higher Education, 2025
Purpose: The present study examined the psychometric properties of the EGame-flow scale in a Mexican sample, presenting evidence of construct validity (exploratory factor analysis and confirmatory factor analysis), reliability (Cronbach's alpha and McDonald's omega) and discriminant validity (mean variance extracted). Design/methodology/approach:…
Descriptors: Psychometrics, Test Validity, Test Reliability, Foreign Countries
Aguilera, Manuel M. – Online Submission, 2023
This document describes the game ThunderHawk, intended for use in the first and second cycles of basic education (1st to 6th grade). The game was developed as didactic material to reinforce the fundamental operations of addition and subtraction.
Descriptors: Game Based Learning, Educational Games, Logical Thinking, Thinking Skills
Peer reviewed Peer reviewed
Direct linkDirect link
Shokeen, Ekta; Weintrop, David; Pellicone, Anthony James; Moon, Peter Francis; Ketelhut, Diane; Cukier, Michel; Plane, Jandelyn Dawn – Information and Learning Sciences, 2023
Purpose: The purpose of this paper is to understand the role of perplexity in young players' experiences within an educational videogame and how reflective thinking can help them to get out of perplexing scenarios. Design/methodology/approach: We used a constructivist grounded theory approach and the lenses of Dewey's conceptualization of…
Descriptors: Game Based Learning, Educational Games, Video Games, Reflection
Pages: 1  |  ...  |  8  |  9  |  10  |  11  |  12  |  13  |  14  |  15  |  16  |  ...  |  156