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Aldo Gordillo; Daniel Lopez-Fernandez – IEEE Transactions on Education, 2024
Contribution: This article analyzes the learning effectiveness of a virtual educational escape room for teaching software engineering and compares this activity with traditional teaching through a randomized controlled trial. Background: Educational escape rooms have been used across a wide variety of disciplines at all levels of education and…
Descriptors: Game Based Learning, Computer Software, Conventional Instruction, Instructional Effectiveness
Zoltan Buzady; Agnes Wimmer; Anita Csesznak; Peter Szentesi – Interactive Learning Environments, 2024
The considerable proliferation of serious games (SG) in management education necessitates an academic foundation grounded in the concepts and practice of leadership, Flow, learning and development theory. Going beyond addressing the benefits of SG, this study is the first to demonstrate the successful use of SG in two areas: (a) teaching Flow…
Descriptors: Game Based Learning, Psychometrics, Leadership Qualities, Leadership Training
Gihan S. Edirisinghe; Maria A. M. Trindade; Lan Luo – Decision Sciences Journal of Innovative Education, 2024
The COVID-19 pandemic forced instruction into remote formats, rendering active learning efforts in business classrooms infeasible. In response, we adopt a novel model for interactive classroom activities by hosting classroom games on Google Sheets, the free and widely used cloud-based spreadsheet application. First developed for a synchronous Zoom…
Descriptors: Internet, Computer Software, Interaction, Computer Mediated Communication
Alex Cameron; Abu Alam; Madhu Khurana; Jordan Allison; Nasreen Anjum – IEEE Transactions on Education, 2025
Modern day organizations face a continuous challenge in ensuring that their employees are cognizant with malware and cyber attacks, since it has the potential to cause financial, legal, and reputational damage to them. Current awareness training exists in a multitude of forms to equip employees and organizations to protect themselves against…
Descriptors: Computer Security, Crime Prevention, Information Security, Gamification
Satoshi Sugahara; Keita Kano; Sumitaka Ushio – Accounting Education, 2024
This study explores the role of the perceived image of accounting in determining key variables that influence high school accounting students' acceptance of using cloud accounting as a new technology. We adopted the technology acceptance model (TAM) as its theoretical framework. High school accounting students enrolled in the 'Kyoto Subaru High…
Descriptors: Foreign Countries, High School Students, Accounting, Student Attitudes
Rasoul Bakhtiari; Farhad Seraji; Mohammadreza Farrokhnia; Zahra Habibzadeh; Omid Noroozi – Educational Technology Research and Development, 2025
This systematic review, utilizing the PRISMA framework, analyzes 248 international and 143 Iranian articles to provide an overview of studies on games in education. It examines five key themes: common terminology, methodology, type of study, variables studied, and technologies used, presenting findings in the same order of priority.…
Descriptors: Foreign Countries, International Education, Game Based Learning, Comparative Education
Mufidah Firzanah Mihat – Journal of Science and Mathematics Education in Southeast Asia, 2024
The digital era's technological transformation has a wide range of beneficial effects on the science learning process. Game-based learning (GBL) is the use of game design ideas to learn about some topic while pupils are striving to do their best in the process. This study was carried out with the help of Educaplay apps ("Identify Me…
Descriptors: Science Education, Computer Software, Grade 4, Elementary School Students
Fernando Almeida; Zoltan Buzady – Technology, Knowledge and Learning, 2024
This study explores the contribution of serious game teaching technology, such as FLIGBY, to the development of entrepreneurial learning outcomes in the context of an entrepreneurship course in higher education. The sample is composed of 551 students through the construction of a randomized pretest-posttest control group. A quantitative…
Descriptors: Entrepreneurship, Outcomes of Education, Comparative Analysis, Game Based Learning
Manal Kharbouch; Ambrosio Toval; Francisco Garcia-Sanchez; Alberto Garcia Berna; Jose Luis Fernandez Aleman – IEEE Transactions on Education, 2024
Contribution: This article provides evidence on the influence of serious games (SGs) in software engineering (SE) education on students' scores, exam attendance, and chance of passing. It also highlights the impact of teachers' experience with the implementation of SGs as a learning approach on the aforementioned metrics. Background: Although…
Descriptors: Game Based Learning, Computer Software, Scores, Tests
Judith Galezer; Smadar Szekely – Informatics in Education, 2024
Spark, one of the products offered by MyQ (formerly Plethora), is a game-based platform meticulously designed to introduce students to the foundational concepts of computer science. By navigating through logical challenges, users delve into topics like abstraction, loops, and graph patterns. Setting itself apart from its counterparts, Spark boasts…
Descriptors: Learning Management Systems, Game Based Learning, Computer Science Education, Teaching Methods
Chatchadaporn Pinthong; Natpawee Poungkaew; Titapa Ampaipis; Jirapipat Thanyaphongphat; Panu Pimviriyakul; Somchart Maenpuen – Journal of Chemical Education, 2024
The coronavirus (COVID-19) pandemic prevented students from attending on-site classes. Consequently, their face-to-face interactions decreased. Thus, it became crucial to design learning activities to enhance the motivation of students and inspire them to achieve the desired learning outcomes during the long disruption of on-site classes. Mobile…
Descriptors: Undergraduate Study, Educational Games, Game Based Learning, Learning Activities
Mark F. Thouin; William E. Hefley – Journal of Information Systems Education, 2024
The product owner role is one of three key roles in the Scrum software development process. Industry demand for product owners is growing exponentially, and educators need effective techniques for teaching students the knowledge, skills, and competencies required to be effective product owners. To address this need, this Teaching Tip describes how…
Descriptors: Computer Software, Experiential Learning, Computer Simulation, Graduate Students
Amos Oyelere Sunday; Friday Joseph Agbo; Jarkko Suhonen – Technology, Knowledge and Learning, 2025
The recent popularity of computational thinking (CT) and the desire to apply CT in our daily lives have prompted the need for a successful pedagogical technique for learning CT in K-12 education. The application of co-design pedagogical techniques has the potential to improve students' CT learning through knowledge sharing and the creation of…
Descriptors: Thinking Skills, Computer Science Education, Research Reports, Teaching Methods
Sercan Özer; Levent Çetinkaya – Educational Policy Analysis and Strategic Research, 2024
This study aimed to gather middle school students' opinions on the utilization of cryptologic methods in education. Using a case study approach, data were collected through a semi-structured interview form developed with expert input. The focus was on the effects of integrating cryptologic methods within the Information Technologies and Software…
Descriptors: Middle School Students, Grade 6, Technology Integration, Information Technology
Javier Muñoz-Basols, Editor; Mara Fuertes Gutiérrez, Editor; Luis Cerezo, Editor – Multilingual Matters, 2025
This volume offers a rich overview of current research and teaching strategies for the integration of technology into language teaching and learning. It introduces the Planning, Personalization and Implementation (PPI) methodological framework to support educators in engaging with the theoretical foundations and innovative practices that should…
Descriptors: Social Media, Artificial Intelligence, Second Language Instruction, Second Language Learning
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