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Urban, Alex – Technology, Knowledge and Learning, 2023
Object-based learning includes the active incorporation of historic artifacts into educational environments, which may yield meaningful learning experiences. However, gaining access to artifacts and coordinating object-based curricula with museum staff pose immense challenges to educators. Furthermore, digital representations of historic artifacts…
Descriptors: History Instruction, Educational Games, Museums, Video Games
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Sam von Gillern; Brady Nash – Technology, Knowledge and Learning, 2025
This scoping review examines scholarship on video games in prominent literacy journals between years 2000 and 2020. 32 articles met inclusion criteria for the study, including 15 articles on entertainment games and 17 articles on serious/educational games. Included articles were categorized by various attributes, including year of publication,…
Descriptors: Video Games, Educational Games, Literacy Education, Instructional Effectiveness
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Hoffman, Daniel L.; Paek, Seungoh; Zhou, Zhou; Türkay, Selen – Technology, Knowledge and Learning, 2021
This study examined the relationship between elementary students' domain-specific and game-specific motivations in the context of educational videogames. Using a quasi-experimental design, thirty (N = 30) sixth grade students were assigned to two groups based on their level of motivation for the domain of math (higher math motivation vs. lower…
Descriptors: Student Motivation, Mathematics Achievement, Video Games, Elementary School Students
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Toshiya Arakawa; Haruki Miyakawa – Technology, Knowledge and Learning, 2025
Data science education in Japan extends from elementary to high school students. However, some studies show that this has not enhanced interest or curiosity in data science. Therefore, gamification appears to be an efficient method for encouraging high school students' interest in data science, with research indicating that video games are…
Descriptors: Data Science, Educational Games, Statistics Education, Foreign Countries
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Fatma Gizem Karaoglan Yilmaz; Ramazan Yilmaz; Sema Sulak – Technology, Knowledge and Learning, 2024
Due to the distance education implemented with the COVID-19 pandemic, online synchronous education activities have started to be carried out using tools such as Zoom. In this process, students have experienced various problems and one of them is related to cyberloafing behaviors (CLB). The main purpose of this study was to examine the factors…
Descriptors: COVID-19, Pandemics, Online Courses, Educational Technology
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Cabellos, Beatriz; Sánchez, Daniel L.; Pozo, Juan-Ignacio – Technology, Knowledge and Learning, 2023
One of the factors associated with the educational use of video games is the conception that teachers and students have about their educative usefulness. However, there are no studies that identify what aspects are considered more effective to learn with video games and what kind of learning is more accessible using them. This study aims at…
Descriptors: Preservice Teachers, Video Games, Educational Games, Instructional Effectiveness
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Owen, V. Elizabeth; Baker, Ryan S. – Technology, Knowledge and Learning, 2020
As a digital learning medium, serious games can be powerful, immersive educational vehicles and provide large data streams for understanding player behavior. Educational data mining and learning analytics can effectively leverage big data in this context to heighten insight into student trajectories and behavior profiles. In application of these…
Descriptors: Educational Games, Video Games, Decision Making, Prediction
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Afthinos, Yanni; Kiaffas, Zacharias; Afthinos, Theofilos – Technology, Knowledge and Learning, 2022
The aim of this study is to examine whether students of a sport management undergraduate course can gain knowledge in the management of a professional soccer club, by participating in a commercial serious game. Serious is considered the cyber game that its purpose exceeds entertainment. For this case study, the serious sport club management game…
Descriptors: Undergraduate Students, Administrator Education, Athletics, Video Games
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Folkestad, James E.; McKernan, Brian; Train, Stephanie; Martey, Rosa Mikeal; Rhodes, Matthew G.; Kenski, Kate; Shaw, Adrienne; Stromer-Galley, Jennifer; Clegg, Benjamin A.; Strzalkowski, Tomek – Technology, Knowledge and Learning, 2018
The engaging nature of video games has intrigued learning professionals attempting to capture and retain learners' attention. Designing learning interventions that not only capture the learner's attention, but also are designed around the natural cycle of attention will be vital for learning. This paper introduces the temporal attentive…
Descriptors: Attention, Measures (Individuals), Video Games, Learner Engagement
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Francisco D. Guillén-Gámez; Ernesto Colomo-Magaña; Andrea Cívico-Ariza; Teresa Linde-Valenzuela – Technology, Knowledge and Learning, 2024
Since the COVID-19 pandemic, the use of digital resources and virtual platforms is even more essential to continue the educational process, either in person or online, affecting all the members involved in the teaching-learning process of the students. Therefore, this study is aimed: (1) to know and compare the digital competence of the agents…
Descriptors: Digital Literacy, Elementary Secondary Education, Preschool Education, Video Games
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Suki, Norazah Mohd; Suki, Norbayah Mohd – Technology, Knowledge and Learning, 2019
This study examines the structural relationships at work when embedding role-play games in a class for Japanese language proficiency. It does so by applying the Technology Acceptance Model, and the Unified Theory of Acceptance and Usage of Technology as its guiding principles. The setting was a Malaysian public university and the subjects, 200…
Descriptors: Role Playing, Educational Games, Video Games, Teaching Methods
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Bell, Amanda; Gresalfi, Melissa – Technology, Knowledge and Learning, 2017
Digital games have demonstrated great potential for supporting students' learning across disciplines. But integrating games into instruction is challenging and requires teachers to shift instructional practices. One factor that contributes to the successful use of games in a classroom is teachers' experience implementing the technologies. But how…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Middle School Students
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Holbert, Nathan R.; Wilensky, Uri – Technology, Knowledge and Learning, 2014
While video games have become a source of excitement for educational designers, creating informal game experiences that players can draw on when thinking and reasoning in non-game contexts has proved challenging. In this paper we present a design principle for creating educational video games that enables players to draw on knowledge resources…
Descriptors: Video Games, Design, Educational Games, Science Education
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Van Eck, Richard N.; Guy, Mark; Young, Timothy; Winger, Austin T.; Brewster, Scott – Technology, Knowledge and Learning, 2015
The need for science, technology, engineering, and mathematics majors for our future workforce is growing, yet fewer students are choosing to major in science, technology, engineering, and mathematics areas, and many are underprepared, in part because elementary school preservice teachers are also underprepared. This National Science…
Descriptors: Video Games, STEM Education, Teacher Competencies, Preservice Teachers
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Meletiou-Mavrotheris, Maria; Prodromou, Theodosia – Technology, Knowledge and Learning, 2016
The paper reports the main insights from a study aimed at equipping a group of pre-service teachers with the knowledge, skills, and practical experience required to effectively integrate educational games within the mathematics curriculum. An instructional intervention based on the Technological Pedagogical and Content Knowledge framework was…
Descriptors: Educational Games, Preservice Teachers, Teacher Education, Teaching Methods