NotesFAQContact Us
Collection
Advanced
Search Tips
Publication Date
In 20250
Since 20240
Since 2021 (last 5 years)3
Since 2016 (last 10 years)9
Audience
Laws, Policies, & Programs
Assessments and Surveys
Program for International…1
What Works Clearinghouse Rating
Showing all 9 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Koh, Caroline – International Journal of Disability, Development and Education, 2022
This paper provides a qualitative meta-analysis of the literature on the use of serious games to assist learners with intellectual and developmental disabilities. It aims to identify the research trends and the possible directions for future research. The study begins with a preliminary online search and selection of a sample of articles to…
Descriptors: Educational Games, Students with Disabilities, Intellectual Disability, Learner Engagement
Peer reviewed Peer reviewed
Direct linkDirect link
Smith, Ginny; Fulwider, Curt; Liu, Zhichun; Lu, Xi; Shute, Valerie J.; Li, Jiawei – International Journal of Game-Based Learning, 2022
The present study explores how gender, ethnicity, and performance-based perceived competence impact students' learning, performance, and enjoyment from playing a digital STEM learning game. We had 199 9th-11th grade students play a 2D digital STEM learning game across six science classes. Based on the results of demographic surveys, matched…
Descriptors: STEM Education, Computer Games, Gender Differences, Ethnicity
Peer reviewed Peer reviewed
Direct linkDirect link
Tsai, Chun-Yen; Lin, Huann-shyang; Liu, Shu-Chiu – Journal of Computer Assisted Learning, 2020
The purpose of this study is to explore the effect of a pedagogical model of digital games on students' scientific competencies that are advocated by the Programme for International Student Assessment (PISA). As a single game-based learning strategy may not be enough to enhance such competencies, the online game in the current study incorporated…
Descriptors: Educational Games, Instructional Effectiveness, Achievement Tests, Foreign Countries
Peer reviewed Peer reviewed
Direct linkDirect link
Kapp, Felix; Spangenberger, Pia; Kruse, Linda; Narciss, Susanne – Metacognition and Learning, 2019
Self-evaluation of one's competences is considered a core factor in various domains of human functioning, including learning and instruction, as well as academic and vocational choices. Researchers from the fields of metacognition and learning, as well as motivation and learning have thus intensively investigated issues related to the…
Descriptors: Educational Games, Self Evaluation (Individuals), Technological Literacy, Self Efficacy
Peer reviewed Peer reviewed
Direct linkDirect link
Yong, Su-Ting; Karjanto, Natanael; Gates, Peter; Chan, Tak-Yee Andy; Khin, Than-Myint – International Journal of Mathematical Education in Science and Technology, 2021
This study explored the gaming principles that fitted well in the theory of learning in good computer games and attempted to incorporate those principles into mathematics education. A qualitative dominant mixed methods approach was employed, in which qualitative interviews [eight students, six teachers and eight parents] and quantitative surveys…
Descriptors: Teaching Methods, Mathematics Instruction, Feedback (Response), Learning Theories
Hudson, Seth Andrew – ProQuest LLC, 2018
This dissertation is a phenomenological study exploring the lived experiences of industry video game writers. The findings of the study highlight the areas of competence necessary for game writing in the workplace, including writing and storytelling, communication and collaboration, understanding systems and dynamics, tool proficiency, and…
Descriptors: Teaching Methods, Video Games, Competence, Writing Skills
Peer reviewed Peer reviewed
Direct linkDirect link
Olejniczak, Karol; Newcomer, Kathryn E.; Meijer, Sebastiaan A. – American Journal of Evaluation, 2020
Evaluation professionals need to be nimble and innovative in their approaches in order to be relevant and provide useful evidence to decision-makers, stakeholders, and society in the crowded public policy landscape. In this article, we offer serious games as a method that can be employed by evaluators to address three persisting challenges in…
Descriptors: Evaluation Methods, Stakeholders, Participation, Evaluation Utilization
Peer reviewed Peer reviewed
Direct linkDirect link
An, Brian; Brown, Donald; Guerlain, Stephanie – IEEE Transactions on Learning Technologies, 2019
Despite the growth in the use of serious games to train and evaluate cross-cultural competence, few studies have examined the content and dialogue development methods associated with these training systems. This study presents a framework for generating content for serious games targeting culturally appropriate communication and an evaluation of a…
Descriptors: Educational Games, Game Based Learning, Intercultural Communication, Cultural Awareness
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Soboleva, Elena V. – European Journal of Contemporary Education, 2019
The problem of the research is due to the need to realize the didactic and interdisciplinary potential of mobile applications which are able to support the quest technology. Teachers have to understand peculiarities of organizing such a game form of activity in a digital school. The purpose of the study is to theoretically prove and experimentally…
Descriptors: Teaching Methods, Information Technology, Technology Integration, Telecommunications