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Showing 1 to 15 of 25 results Save | Export
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Eleftheria Siklafidou; Maya Satratzemi; Stelios Xinogalos – Journal of Computer Assisted Learning, 2025
Background: Serious games (SGs) have been increasingly utilised in various domains of education and training. These SGs are a compelling and impactful pedagogical tool that have demonstrated the potential to transform users' perspectives in a multitude of fields, including music. Objectives: This paper presents a systematic literature review (SLR)…
Descriptors: Music Education, Game Based Learning, Teaching Methods, Musical Instruments
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Zhihui Cai; Xin Zhang; Caiyan Liu; Jieni Zhan – Journal of Computer Assisted Learning, 2025
Background: Problem-solving ability is an important skill for students to develop in the 21st century. Many previous studies have focused on the impact of diverse digital educational games on problem-solving ability. However, there is inconsistency in the findings, with some studies reporting positive effects of digital game-based learning (DGBL)…
Descriptors: Game Based Learning, Video Games, Problem Solving, 21st Century Skills
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Elif Ozturk – Journal of Education in Science, Environment and Health, 2025
This study examines the pedagogical, ethical, and political dimensions of artificial intelligence (AI) in early childhood STEM education from a theoretical perspective. As digital technologies become increasingly prevalent in education, AI applications offer significant opportunities in areas such as personalized learning experiences, game-based…
Descriptors: Early Childhood Education, STEM Education, Artificial Intelligence, Game Based Learning
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Aytaj Ismayilzada; Ayaz Karimov; Mirka Saarela – Journal of Interactive Learning Research, 2025
This systematic literature review explores learning analytics (LA) in serious games within virtual reality (VR) environments, focusing on studies from the International Conference on Learning Analytics and Knowledge (LAK) and the Journal of Learning Analytics (JLA). Conducted in two stages, the review identifies key domains where serious games in…
Descriptors: Educational Games, Computer Simulation, Technology Uses in Education, Instructional Effectiveness
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Osman Özdemir – Journal of Computer Assisted Learning, 2025
Background: In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are…
Descriptors: Game Based Learning, Video Games, Academic Achievement, Student Motivation
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Dhanya Pramod – Journal of Applied Research in Higher Education, 2025
Purpose: The growth of the internet, access to technology and rapid digital transformations have paved the way for developing attack surfaces for individuals and organizations. There is a dire need to provide cybersecurity awareness most effectively. Gamification-based platforms have evolved to make cybersecurity education more engaging and…
Descriptors: Gamification, Computer Security, Information Security, Training
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Min Lan; Xiaofeng Zhou – npj Science of Learning, 2025
This systematic review explores the burgeoning intersection of Artificial Intelligence (AI) applications and self-regulated learning (SRL) in higher education. Aiming to synthesize empirical studies, we employed a qualitative approach to scrutinize AI's role in supporting SRL processes. Through a meticulous selection process adhering to PRISMA…
Descriptors: Artificial Intelligence, Technology Uses in Education, Self Management, College Students
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Mika Manninen; Eric Magrum; Sara Campbell; Sarahjane Belton – European Physical Education Review, 2025
This study aimed to compare the effect between game-based approaches (GBAs) and traditional skill approaches on decision-making, knowledge and motor skill in physical education students and athletes. A systematic review and meta-analysis of experimental studies available before October 2023 was conducted. The initial search yielded 8431 articles,…
Descriptors: Game Based Learning, Decision Making Skills, Knowledge Level, Psychomotor Skills
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Yin Yin Khoo; Mohamad Rohieszan Ramdan; Nor Liza Abdullah; Nurul Ashykin Abd Aziz; Nurhanie Mahjom – International Journal of Education in Mathematics, Science and Technology, 2025
This article aims to systematically explore the literature on game-based learning in higher education, focusing on its impacts on students' thinking and learning. Prisma method was employed to analysis the data. The article published between 2016 to 2023 from Web of Science, Scopus and Eric were taken into consideration for this study with the…
Descriptors: Game Based Learning, Higher Education, Educational Research, Thinking Skills
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Muhammad Ashraf Fauzi; Zuria Akmal Saad; Muhammad Ariff Aripin; Noraina Mazuin Sapuan – Journal of Computer Assisted Learning, 2025
Background Study: Gamification is an effective and interactive approach to engaging students in teaching and learning. As digital technology develops, higher education institutions (HEIs) must embrace and keep pace with gamification for interactive teaching and learning approaches. Objective: The purpose of this study is to review gamification in…
Descriptors: State of the Art Reviews, Gamification, Game Based Learning, Bibliometrics
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Nguyen Ngoc Dan; Le Thai Bao Thien Trung; Nguyen Thi Nga; Tang Minh Dung – Review of Education, 2025
Digital game-based learning (DGBL) has emerged as a significant research topic in recent times, particularly in the context of K-12 education. While numerous systematic literature reviews have focused on students as participants, there is a notable gap in reviews that concentrate on the educators who adopt DGBL in their classrooms. This study aims…
Descriptors: Game Based Learning, Elementary Secondary Education, Electronic Learning, Technology Uses in Education
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Syeda Sharjina Akther; Sarah R. Powell; Danielle O. Lariviere – Learning Disabilities Research & Practice, 2025
Counting is foundational to success with mathematics. In this synthesis, we analyzed 17 studies about counting-focused interventions for preschool and kindergarten students with mathematics difficulty or at-risk of mathematics difficulty. All interventions addressed several components of counting, including stable order, one-to-one correspondence,…
Descriptors: Computation, Mathematics Skills, Learning Problems, Mathematical Concepts
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Subhashree Mohapatra; Rahul Mohandas – Health Education, 2025
Purpose: Since youngsters are being extensively engaged with digital devices these days, integrating digital technologies into food and nutrition education programs, stands out as a viable method. The current systematic review aimed to assess the available literature on the effectiveness of digital edutainment games on nutrition behavior of…
Descriptors: Game Based Learning, Nutrition Instruction, Health Behavior, Eating Habits
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Rasoul Bakhtiari; Farhad Seraji; Mohammadreza Farrokhnia; Zahra Habibzadeh; Omid Noroozi – Educational Technology Research and Development, 2025
This systematic review, utilizing the PRISMA framework, analyzes 248 international and 143 Iranian articles to provide an overview of studies on games in education. It examines five key themes: common terminology, methodology, type of study, variables studied, and technologies used, presenting findings in the same order of priority.…
Descriptors: Foreign Countries, International Education, Game Based Learning, Comparative Education
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Orla Walsh; Conor Linehan; Christian Ryan – Autism: The International Journal of Research and Practice, 2025
There is increasing interest in the use of games to scaffold social skills training for autistic children and youth. However, there is no consensus on how to best approach their design, so that learning opportunities are maximised. This article presents a systematic scoping review of empirical studies that use games as social skills training for…
Descriptors: Autism Spectrum Disorders, Children, Adolescents, Late Adolescents
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