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Hedia Mhiri Sellami – Education and Information Technologies, 2024
This study describes an experiment in which engineering students create serious games (SG) that tackle problems relevant to their jobs. This experiment was conducted as part of the "Business Games" module we taught students enrolled in the Master's program "Innovation Management" at the National School of Engineers of Tunis. By…
Descriptors: Engineering Education, College Students, Game Based Learning, Foreign Countries
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Frank Devereux; Enda Whyte; Nathan Gavigan; Siobhan O'Connor – European Physical Education Review, 2024
Despite calls for injury prevention exercise programmes (IPEPs) to move to school settings for the general adolescent population, current research has had mixed outcomes regarding their efficacy in schools as many of the traditional barriers to IPEP implementation still exist, for example, lack of engagement with the programme. A games-based…
Descriptors: Physical Education, Secondary Education, Injuries, Prevention
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Sunny Kwok; Rachel Childers – Biomedical Engineering Education, 2023
Commercial escape rooms have grown in popularity as an enjoyable experience that also doubles as an exercise in communication and collaboration. Educators can take advantage of these natural qualities to engage and support students in a low-stress learning environment. The primary goal of this study is to share the development and application of…
Descriptors: Educational Games, Biomedicine, Engineering, Program Development
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Ratna Zuarni Ramli; Noraidah Sahari Ashaari; Siti Fadzilah Mat Noor; Mahanem Mat Noor; Elaheh Yadegaridehkordi; Nazatul Aini Abd Majid; Hadi Affendy Dahlan; Amelia Natasya Abdul Wahab – Education and Information Technologies, 2024
Learning Science, Technology, Engineering, and Mathematics (STEM) subjects in an online medium can be difficult and tedious. Lengthy facts with technical terms, complex images, and explanations are among the reasons that make STEM subjects less desirable among the current generation and degrade the students' learning experience. Students can be…
Descriptors: STEM Education, Online Courses, Educational Technology, Student Interests
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Reddy, Pritika; Chaudhary, Kaylash; Sharma, Bibhya; Chand, Darren – Education and Information Technologies, 2021
In the digital age, advocating and improving digital literacy is a global challenge. There have been scales developed to measure individuals' digital literacy competencies; however, intervention programs have been only a few. This research paper articulates design details, validity, reliability and effectiveness of a new online modulated digital…
Descriptors: Game Based Learning, Intervention, Technological Literacy, Pacific Islanders
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Pamukcu, Bahattin Selim; Çakir, Hasan – Journal of Learning and Teaching in Digital Age, 2021
To increase the benefits of three-dimensional exercise games, the steps to develop these games need to be effective and efficient. The purpose of this study is to determine the game development model used in the design of three-dimensional games for exercise to create effective, efficient, usable, and safe games for users. In this article, studies…
Descriptors: Exercise, Games, Game Based Learning, Program Development
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Loban, Rhett – E-Learning and Digital Media, 2021
This article explores the use of modding as a formal tool for learning history. The article examines data from a formal analysis of Europa Universalis IV (EUIV), a survey of 331 EUIV forum participants and a case study of 18 university participants. Significant quantitative survey data indicated that 45% (149/331) of participants had modified…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, College Students
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Su, Jun-Ming; Yang, Yi-Ching; Weng, Tzu-Nin; Li, Meng-Jhen; Wang, Chi-Jane – Comunicar: Media Education Research Journal, 2021
The number of new COVID-19 cases continues to rise rapidly in many countries despite vaccination. The best way to counter the spread of COVID-19 is self-protection. This study documents the development of a web-based serious game (WSG-COVID-19.SP) to promote effective learning strategies for self-protection against COVID-19 and to test the game's…
Descriptors: COVID-19, Pandemics, Educational Games, Health Behavior
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Nicholas Glover; Kerry J. Knox; Ben Kirman; Matthew Topham; Katylily Westbury-Hawkins; Penelope Holland – International Journal for Students as Partners, 2020
We describe the production of an educational game ("Catastrophic") for supporting biology learning in higher education (HE) that was developed through a partnership between students and academic staff. We consider the ways in which the development project intersects with the use of game-based learning in HE and with Students as Partners…
Descriptors: Educational Games, Biology, Science Instruction, Teacher Student Relationship
Ajlen, Ronit; Plummer, Benjamin; Straub, Evan; Zhu, Erping – Center for Research on Learning and Teaching, 2020
Gameful pedagogy is "an approach that takes inspiration from well-designed games to create learning environments that support student motivation" (Holman, 2018, p. 1). According to Self-Determination Theory (Ryan & Deci, 2000), students are intrinsically motivated when their basic psychological needs for autonomy (the need to make…
Descriptors: Teaching Methods, Game Based Learning, Educational Games, Student Motivation
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Escudeiro, Paula; Teixeira, Dirceu; Galasso, Bruno; Neto, Nuno; Costa, Flávio – International Association for Development of the Information Society, 2019
Serious games have a great potential to help people developing new skills or improving previously existing ones. Deaf and blind community face considerable challenges and difficulties regarding to the acquisition of skills in literacy. The design of serious games to meet the needs of the target groups where the deaf and blind people are struggling…
Descriptors: Skill Development, Game Based Learning, Deafness, Blindness
McCarthy, Kathryn S.; Watanabe, Micah; McNamara, Danielle S. – Grantee Submission, 2020
The Design Implementation Framework, or DIF, is a design approach that evaluates learner and user experience at multiple points in the development of intelligent tutoring systems. In this chapter, we explore how DIF was used to make system modifications to iSTART, a game-based intelligent tutoring system for reading comprehension. Using DIF as a…
Descriptors: Intelligent Tutoring Systems, Reading Comprehension, Educational Games, Program Development
Walkington, Candace – Grantee Submission, 2020
This paper responds to a 2016 systematic literature review of the research on learning games by Ke (2016). The review paper unpacked the idea of intrinsic integration in learning games, analyzing important emergent themes. The key ideas and the value of this review are discussed in the context of the recent shift to virtual instruction. The…
Descriptors: Educational Games, Teaching Methods, Educational Technology, Technology Uses in Education
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Mack Shelley Ed.; Omer Tayfur Ozturk Ed.; Mustafa Lutfi Ciddi Ed. – International Society for Technology, Education, and Science, 2023
"Proceedings of International Conference on Education in Mathematics, Science and Technology" includes full papers presented at the International Conference on Education in Mathematics, Science and Technology (ICEMST) which took place on May 18-21, 2023 in Cappadocia, Turkey. The aim of the conference is to offer opportunities to share…
Descriptors: Conferences (Gatherings), Mathematics Education, Science Education, Technology Education
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Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2018
For the forty-first time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Kansas City, Missouri. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains twenty-seven…
Descriptors: Instructional Design, Educational Technology, Technology Uses in Education, Higher Education