Publication Date
In 2025 | 5 |
Descriptor
Difficulty Level | 5 |
Educational Games | 5 |
Cognitive Processes | 3 |
Biology | 2 |
Computer Games | 2 |
Concept Mapping | 2 |
Game Based Learning | 2 |
Learner Engagement | 2 |
Learning Motivation | 2 |
Problem Solving | 2 |
Science Education | 2 |
More ▼ |
Source
Education and Information… | 1 |
Educational Technology… | 1 |
Journal of College Science… | 1 |
Journal of Educational… | 1 |
Journal of Science Education… | 1 |
Author
Di Zhang | 1 |
Guo Long | 1 |
Gwo-Jen Hwang | 1 |
Hanjie Gu | 1 |
Hui-Chun Chu | 1 |
Jia-Hua Zhao | 1 |
Jingdong Zhu | 1 |
Jon-Chao Hong | 1 |
Kai-Hsiang Yang | 1 |
Kai-Hsin Tai | 1 |
Minkai Wang | 1 |
More ▼ |
Publication Type
Journal Articles | 5 |
Reports - Research | 5 |
Tests/Questionnaires | 1 |
Education Level
High Schools | 1 |
Higher Education | 1 |
Postsecondary Education | 1 |
Secondary Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Kai-Hsin Tai; Jon-Chao Hong – Education and Information Technologies, 2025
Stellar observation, encompassing the study of star formation, stellar properties, and the governing physical laws, presents a readily accessible topic for many learners; however, many stargazing beginners may find it challenging. By applying the supplemental Gollin effect within animated display and the haptic effect of game-like play with a…
Descriptors: Computer Simulation, Astronomy, Self Efficacy, Interests
Kai-Hsiang Yang; Hui-Chun Chu; Gwo-Jen Hwang; Tzu-Jung Liu – Educational Technology Research and Development, 2025
Digital game-based learning (DGBL) has emerged as an effective strategy to enhance students' learning effectiveness. Concept mapping, recognized as a valuable tool for knowledge construction, has been widely implemented in educational settings. However, research indicates challenges when integrating concept maps into games, particularly when the…
Descriptors: Concept Mapping, Computer Games, Educational Games, Mathematics Education
Minkai Wang; Di Zhang; Jingdong Zhu; Hanjie Gu – Journal of Educational Computing Research, 2025
Scientific knowledge is often abstract and challenging, making it difficult for students to apply these concepts effectively. Digital game-based learning (DGBL) offers an engaging and immersive approach, but the fixed resources and predetermined learning paths in most games limit its ability to adapt to individual learners' needs. Large language…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Academic Achievement
Rebecca S. Rivard – Journal of College Science Teaching, 2025
Escape rooms are collaborative puzzle solving activities that require the participants to utilize logical reasoning and teamwork. With a slight refocusing on previously acquired knowledge, escape rooms can also be used to test and promote learning of certain topics. This paper describes the development of a one-hour in-person STEM focused escape…
Descriptors: STEM Education, Problem Solving, Educational Games, Learner Engagement
Jia-Hua Zhao; Shu-Tao Shangguan; Guo Long; Qi-Fan Yang – Journal of Science Education and Technology, 2025
Digital game-based learning is a student-centered learning environment that influences learning success and learning motivation. Whereas, a poorly designed instructional game will impair learning. Through extensive knowledge construction and high engagement, collaborative concept mapping strategies have the potential to address above problems.…
Descriptors: Educational Principles, Teaching Methods, Science Instruction, Cooperative Learning