Publication Date
In 2025 | 2 |
Since 2024 | 6 |
Descriptor
Active Learning | 6 |
Video Games | 6 |
Game Based Learning | 5 |
Foreign Countries | 4 |
Teaching Methods | 3 |
Technology Uses in Education | 3 |
Barriers | 2 |
COVID-19 | 2 |
Computers | 2 |
Cooperation | 2 |
Distance Education | 2 |
More ▼ |
Source
Education and Information… | 1 |
European Journal of Open,… | 1 |
International Research in… | 1 |
Irish Educational Studies | 1 |
Management Teaching Review | 1 |
Online Submission | 1 |
Author
Andrea Nardi | 1 |
Betül Tonbuloglu | 1 |
Cherry Mae A. Bayot | 1 |
Deirdre Butler | 1 |
Eadaoin J. Slattery | 1 |
Elisabetta M. Cigognini | 1 |
Esther Sackett | 1 |
Gillian Kidman | 1 |
Gracee Mae A. Hinampas | 1 |
Hazel Tan | 1 |
Kevin Marshall | 1 |
More ▼ |
Publication Type
Journal Articles | 5 |
Reports - Research | 5 |
Reports - Descriptive | 1 |
Tests/Questionnaires | 1 |
Education Level
Elementary Education | 3 |
Early Childhood Education | 1 |
Grade 3 | 1 |
Primary Education | 1 |
Secondary Education | 1 |
Audience
Location
Australia | 1 |
Ireland | 1 |
Italy | 1 |
Philippines | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Roland Gesthuizen; Hazel Tan; Gillian Kidman – International Research in Geographical and Environmental Education, 2025
This study explores the use of virtual worlds, specifically Minecraft, on sustainability education and cognitive skills. Using the Teaching to Inspire model as a lens, we examine how students design sustainable virtual buildings and cityscapes aligned with the UN Sustainable Development Goals and the social-ecological systems (SES) framework. Our…
Descriptors: Environmental Education, Sustainability, Video Games, Cognitive Processes
Betül Tonbuloglu – Education and Information Technologies, 2024
The purpose of this research is to evaluate the potential of use for computer science course designs (CSCD) created by game-based learning method. Qualitative case study was used as the research design. CSCDs created for Minecraft Education Edition (MinecraftEdu) were examined in the context of various criteria by document analysis method, and…
Descriptors: Game Based Learning, Computer Science Education, Video Games, Computer Assisted Design
Esther Sackett; Lisa M. Amoroso – Management Teaching Review, 2024
Challenged by COVID-19, we sought ways to increase engagement in the virtual classroom, capitalizing on a popular multiplayer game to teach persuasion to undergraduate students. In the game "Among Us[R]," players ("Crewmates") work together to repair their spaceship before it explodes while being attacked by other players…
Descriptors: Electronic Learning, Video Games, Computer Games, Game Based Learning
Nova A. Corciega; Cherry Mae A. Bayot; Melogen S. De Jesus; Gracee Mae A. Hinampas; Rean Muan~a; Sheena A. Ones – Online Submission, 2025
This study aims to explore and rate the strategies and environmental factors that enhance the attention spans of Grade 3 pupils in Mabinay Central School and Lumbangan Central School. Recognizing attention span as a critical factor in academic performance, the research examines how teaching strategies such as active learning, multimodal…
Descriptors: Elementary School Students, Academic Achievement, Correlation, Teaching Methods
Eadaoin J. Slattery; Deirdre Butler; Michael O'Leary; Kevin Marshall – Irish Educational Studies, 2024
Minecraft Education is a popular digital game-based learning platform designed for use in educational settings. This study explores teachers' experiences of using Minecraft Education as an educational tool to foster the development of key competencies and skills in students. Semi-structured interviews with Irish primary school teachers (N = 11)…
Descriptors: Game Based Learning, Video Games, Technology Uses in Education, Teaching Experience
Elisabetta M. Cigognini; Andrea Nardi – European Journal of Open, Distance and E-Learning, 2024
This study aims to explore the educational potential of Minecraft as a learning environment that supports active teaching methods, especially in remote contexts. It presents the experience of remote laboratory teaching within the MineClass project conducted from 2018 to 2021, addressing the challenges posed by the reduction of in-person and online…
Descriptors: Video Games, Game Based Learning, Technology Uses in Education, COVID-19