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Tori, Allan Amaral; Tori, Romero; Nunes, Fatima de Lourdes dos Santos – IEEE Transactions on Learning Technologies, 2022
Inclusion of game elements in health education has proved to be effective in helping student training. Commonly termed as "serious games" these gamified systems can be an alternative to empower and motivate students during the learning process. The literature contains serious games for professional training in many health-related areas,…
Descriptors: Health Education, Educational Games, Gamification, Program Evaluation
Xiangping Cui; Chen Du; Jun Shen; Susan Zhang; Juan Xu – IEEE Transactions on Learning Technologies, 2024
Research shows that gamified learning experiences can effectively improve the outstanding issues of students in online learning, such as lack of continuous motivation and easy burnout, thereby improving the effectiveness of online learning. However, how to enhance the gamified learning experience in online learning, and what impact there is…
Descriptors: Gamification, Learning Experience, Electronic Learning, Instructional Effectiveness
Cerezo, Eva; Aguelo, Antonio; Coma, Teresa; Gallardo, Jesus; Garrido, Maria Angeles – IEEE Transactions on Learning Technologies, 2022
Video games can serve as educational tools that make easier the development of creative, critical, and communicative skills. After detecting that video games may decrease physical activity and social interactions, real world is coming back to computer entertainment, with a new gaming genre: Pervasive games. These games integrate physical and…
Descriptors: Video Games, Educational Games, Attention, Interpersonal Competence
Peter H. F. Ng; Peter Q. Chen; Astin C. H. Wu; Ken S. K. Tai; Chen Li – IEEE Transactions on Learning Technologies, 2024
This study examines a practical teaching and learning cycle tailored to integrate cutting-edge technologies (artificial intelligence (AI) and machine learning (ML) game development) and social entrepreneurship within a "STEM with meaning" approach. This cycle, rooted in service learning and the 5E constructivist teaching model (engage,…
Descriptors: Artificial Intelligence, STEM Education, Educational Games, Service Learning
Garcia-Masso, Xavier; Salvador-Fuertes, Alvaro; Sanchez-Santacreu, Miguel; Borrego, Adrian; Llorens, Roberto – IEEE Transactions on Learning Technologies, 2023
This study aimed to determine the effectiveness of customized exergames, with different cognitive loads, on static and dynamic postural control compared with traditional exercises in a group of adolescents. The participants in this study were 30 healthy adolescents, aged 12-14 years, divided into three groups. Each group trained for two weeks (2…
Descriptors: Exercise, Educational Games, Program Effectiveness, Early Adolescents
Ismael E. Espinosa-Curiel; Carlos A. Garcia de Alba-Chavez – IEEE Transactions on Learning Technologies, 2024
Serious video games provide a immersive learning environment for agriculture by simulating real-life challenges scenarios. However, empirical evidence of their effectiveness is sparse. This scoping review follows PRISMA-ScR guidelines to summarize literature on serious video games for agricultural learning, highlighting research trends and…
Descriptors: Educational Games, Agricultural Education, Video Games, Content Analysis
Lee, Sangmin-Michelle – IEEE Transactions on Learning Technologies, 2023
EFL students often struggle with second language (L2) learning, particularly because they learn L2 out of context, which they find unmeaningful and demotivating. To provide a meaningful context for L2 learning and make learning more interesting, the present study utilized a customizable metaverse platform. First, we developed a scenario of a rose…
Descriptors: Second Language Learning, English (Second Language), Computer Simulation, Technology Uses in Education
Furkan Yucel; Hasret Sultan Unal; Elif Surer; Nejan Huvaj – IEEE Transactions on Learning Technologies, 2024
Laboratory experience is an integral part of the undergraduate curriculum in most engineering courses. When physical learning is not feasible, and when the demand cannot be met through actual hands-on laboratory sessions, as has been during the COVID-19 pandemic, virtual laboratory courses can be considered as an alternative education medium. This…
Descriptors: Electronic Learning, Engineering Education, COVID-19, Pandemics
Laine, Teemu H.; Lindberg, Renny S. N. – IEEE Transactions on Learning Technologies, 2020
Effective educational interventions require sufficient learner engagement, which can be difficult to achieve if the learner is inadequately motivated. Games have been shown to possess powerful motivators that fuel a person's desire to engage in unattractive activities, such as learning theoretical material. However, to design an educational game…
Descriptors: Instructional Design, Educational Games, Learner Engagement, Learning Motivation
Ye, Xiaozhen; Backlund, Per; Ding, Jianguo; Ning, Huansheng – IEEE Transactions on Learning Technologies, 2020
The extensive use of simulation-based serious games (SSGs) has made a revolution in educational techniques. As a potentially significant feature for SSG design and evaluation, the term fidelity (the similarity between an SSG and its real reference) emerges and attracts increasing attention. The study of fidelity not only benefits the design,…
Descriptors: Fidelity, Simulation, Educational Games, Literature Reviews
Chen, Hong-Ren; Lin, Wen-Shan; Hsu, Tien-Yu; Lin, Tzu-Chun; Chen, Nian-Shing – IEEE Transactions on Learning Technologies, 2023
Research on the use of augmented reality technology in museums is mostly limited to scientific knowledge. The use of wearable device technology learning materials to benefit students in the process of English learning has been somewhat explored, along with differences in students' learning styles and their influence on students' learning…
Descriptors: Educational Games, Museums, Situated Learning, Cognitive Style
Brennan, Attracta; McDonagh, Tara; Dempsey, Mary; McAvoy, John – IEEE Transactions on Learning Technologies, 2022
Studies show that reduced literacy skills can negatively influence a child's self-esteem and future career opportunities. Literacy is significantly affected when problems exist in understanding the phonological component or sound structure of language, i.e., phonological awareness. Children with dyslexia in particular experience difficulties in…
Descriptors: Dyslexia, Literacy, Intervention, Phonological Awareness
Alemany, Jose; Del Val, Elena; Garcia-Fornes, Ana – IEEE Transactions on Learning Technologies, 2020
The concept of privacy in online social networks (OSNs) is a challenge, especially for teenagers. Previous works deal with teaching about privacy using educational online content, and media literacy. However, these tools do not necessarily promote less risky behaviors, and do not allow the assessment of users' behavior after the learning period.…
Descriptors: Social Networks, Adolescents, Privacy, Educational Technology
Ferro, Lauren S.; Sapio, Francesco; Terracina, Annalisa; Temperini, Marco; Mecella, Massimo – IEEE Transactions on Learning Technologies, 2021
Education and training are among the fields taking advantage of serious games (SGs). In this article, we present Gea 2: A New Earth, a digital SG developed as an immersive 3-D virtual learning environment, integrating several educational resources, including multimedia learning material, communication tools, and intelligent tutoring support. The…
Descriptors: Educational Games, STEM Education, Technology Uses in Education, Intelligent Tutoring Systems
Ting-Chia Hsu; Ching Chang; Yi-Sian Liang – IEEE Transactions on Learning Technologies, 2024
The study explored the effects of an interdisciplinary learning approach on developing students' English learning (EL) and computational thinking (CT) through two different game-based learning approaches. A quasi-experiment was conducted to evaluate the effectiveness of this approach in terms of enhancing students' CT knowledge and their EL…
Descriptors: Game Based Learning, Elementary School Students, Comparative Analysis, English (Second Language)