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Udeozor, Chioma; Toyoda, Ryo; Russo Abegão, Fernando; Glassey, Jarka – Higher Education Pedagogies, 2021
Virtual Reality (VR) games and simulations are increasingly being used to provide highly interactive, engaging and contextual learning experiences for learners in otherwise risk-prone environments, such as those obtained in chemical engineering and industrial domains. Understanding the intention of users towards this technology for education and…
Descriptors: Computer Simulation, Game Based Learning, Chemical Engineering, Engineering Education
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Efe, Hacer; Topsakal, Ünsal Umdu – Shanlax International Journal of Education, 2021
In this study, the opinions of pre-service teachers on the use of educational digital games in science lessons were examined. The research model of the study is qualitative model. The criterion sampling method, which is one of the purposive sampling methods, was used in the selection of the study group. The study group consists of 12 undergraduate…
Descriptors: Preservice Teachers, Science Education, Game Based Learning, Educational Games
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Herkes, Sharon M.; Gordon-Thomson, Clare; Arnaiz, sabel A.; Muir, Meloni M.; Wardak, Dewa; King, Dane A. – Advances in Physiology Education, 2021
A digital mobile card-matching game called eFlip was developed to assist second-year undergraduate medical science students to learn core content and understand key associations in physiology. Our team developed customized content of core physiological associations, of increasing difficulty, for upload on a generic card-matching platform. The…
Descriptors: Academic Failure, Game Based Learning, Physiology, Undergraduate Students
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Ibatova, Gaukhar; Makhmetova, Aigerim; Zhoraeyeva, Saule Basarbaevna; Amiresheva, Bibinur; Tinibekovna, Nyshanova Saltanat; Satova, Akmaral – World Journal on Educational Technology: Current Issues, 2021
Game technology has been identified as a means to developing the Word Formation Skills of Children with Preschool Speech Disorder. The purpose of the article was to analyze the psychological and pedagogical conditions of word-formation skills for Kazakh-speaking preschool children with speech disorders on the basis of learning theories and…
Descriptors: Game Based Learning, Morphology (Languages), Preschool Children, Communication Disorders
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Kumar, Abhilasha A.; Steyvers, Mark; Balota, David A. – Cognitive Science, 2021
Considerable work during the past two decades has focused on modeling the structure of semantic memory, although the performance of these models in complex and unconstrained semantic tasks remains relatively understudied. We introduce a two-player cooperative word game, Connector (based on the boardgame Codenames), and investigate whether…
Descriptors: Semantics, Recall (Psychology), Cooperative Learning, Game Based Learning
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Saxena, Manisha; Mishra, Dharmesh K. – International Journal of Information and Communication Technology Education, 2021
Research has found that the new-age learner, Gen Z, is different from his/her predecessors and hence educators need new age pedagogical interventions to cater to this group of learners. With a change in the way the new age learner learns, the education system needs to revamp to incorporate tools that suit the need of the learner. The paper reviews…
Descriptors: Age Groups, Game Based Learning, Intervention, Higher Education
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Pujolà, Joan-Tomàs – Research-publishing.net, 2021
Gamification is a methodological strategy that uses "game design elements in non-game contexts" (Deterding, Dixon, Khaled, and Nacke 2011). The purpose of gamification is to engage people, motivate action, promote learning, and solve problems. This chapter describes examples of Spanish content gamifications that integrate different game…
Descriptors: Second Language Learning, Second Language Instruction, Game Based Learning, Spanish
Larson, Madeline; Cook, Clayton R.; Brewer, Stephanie K.; Pullmann, Michael D.; Hamlin, Corinne; Merle, James L.; Duong, Mylien; Gaias, Larissa; Sullivan, Margaret; Morrell, Nicole; Kulkarni, Tara; Weeks, Mollie; Lyon, Aaron R. – Grantee Submission, 2021
Training and consultation are core implementation strategies used to support the adoption and delivery of evidence-based prevention programs (EBPP), but are often insufficient alone to effect teacher behavior change. Group-based motivational interviewing (MI) and related behavior change techniques (BCTS; e.g., strategic education, social…
Descriptors: Elementary School Teachers, Behavior Change, Teacher Behavior, Group Activities
Travis W. Windleharth – ProQuest LLC, 2021
This research addressed increasing understanding of how players make meaning during play of a complex STEM game and explores to what extent player mental models of STEM concepts shift as a result of interacting with the game simulation. Game based learning is attracting increased attention and interest as a novel platform for experiential…
Descriptors: Video Games, STEM Education, Game Based Learning, COVID-19
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John Stewart; Kathleen Sheppard – International Journal of Designs for Learning, 2021
To combat high dropout rates and low motivation for online courses, we gamified a history of science course. To do so, we used an online educational program called 3DGameLab to convert what had been a well-liked face-to-face lecture and discussion course to an online format, for the purposes of long-distance teaching and learning. Within…
Descriptors: Game Based Learning, Curriculum Development, Science History, Online Courses
Elizabeth Louise Jones – ProQuest LLC, 2021
I have always valued reflection highly -- as a means of developing as a writer and as a life practice -- but I have been disappointed by the lack of thought resembling reflection when asking students to write about their writing practices. This dissertation presents the results of a grounded theory study of student reflective assignments through a…
Descriptors: Reflection, Writing Instruction, Game Based Learning, Courses
David John William Raymond – ProQuest LLC, 2021
The purpose of this causal-comparative study was to determine if the pre-test and post-test scores differed for learners who used four hours of traditional test preparation and for learners who used four hours of Game enhanced test preparation, and if there was a difference on mean post-test scores between test preparation types, and the post-test…
Descriptors: Test Preparation, Career and Technical Education, Conventional Instruction, Educational Games
Vipin Verma – ProQuest LLC, 2021
Serious or educational games have been a subject of research for a long time. They usually have game mechanics, game content, and content assessment all tied together to make a specialized game intended to impart learning of the associated content to its players. While this approach is good for developing games for teaching highly specific topics,…
Descriptors: Educational Games, Game Based Learning, Instructional Design, Program Content
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Hamden Hamid, Shamsurya; Zulkiply, Norehan; Mohamad, Fitri Suraya – Asian Journal of University Education, 2022
The present study examined the effects of the non-digital game-based instructional method and the cognitive level of questions in determining students' achievement in mathematics, particularly in Isometric Transformation. The study used a quasi-experimental design and involved 116 participants (i.e., form two students) from two local secondary…
Descriptors: Game Based Learning, Outcomes of Education, Teaching Methods, Mathematics Instruction
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Mays, Thomas; Ross, Sonseeahray – Online Journal of Distance Learning Administration, 2022
Developing a sense of community (SoC) in college is vital due to its positive impacts on learning and student success. In this study, the researchers examine students' perceptions of SoC in synchronous and asynchronous online courses, with specific interest in the experiences of regional campus students who are often considered to be…
Descriptors: Sense of Community, Synchronous Communication, Asynchronous Communication, Online Courses
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