Publication Date
In 2025 | 3 |
Since 2024 | 8 |
Descriptor
Source
Education and Information… | 2 |
Journal of Educational… | 2 |
Educational Technology… | 1 |
Interactive Learning… | 1 |
International Journal of… | 1 |
International Journal of… | 1 |
Author
Adile Askim Kurt | 1 |
Andrea Bertoni | 1 |
Andrea Maffia | 1 |
Aris Plios | 1 |
Chi-Cheng Chang | 1 |
Di Zhang | 1 |
Feng Feng | 1 |
Gwo-Jen Hwang | 1 |
Hanjie Gu | 1 |
Jingdong Zhu | 1 |
Kuan-Fu Chen | 1 |
More ▼ |
Publication Type
Journal Articles | 8 |
Reports - Research | 7 |
Reports - Descriptive | 1 |
Education Level
Higher Education | 4 |
Postsecondary Education | 4 |
Adult Education | 2 |
Elementary Education | 2 |
Middle Schools | 2 |
Secondary Education | 2 |
Grade 6 | 1 |
Grade 7 | 1 |
Intermediate Grades | 1 |
Junior High Schools | 1 |
Two Year Colleges | 1 |
More ▼ |
Audience
Location
China | 1 |
Greece (Athens) | 1 |
Italy | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Yasemin Kahyaoglu Erdogmus; Adile Askim Kurt – Education and Information Technologies, 2024
This study investigated pedagogical agent (with/without) and feedback (explanatory/confirmatory) types on achievement, flow experience, and cognitive load in a digital game-based learning environment. We developed a game about spreadsheets and prepared four versions of the game in the context of pedagogical agent and feedback types. Through the…
Descriptors: Cognitive Processes, Difficulty Level, Skill Development, Game Based Learning
Feng Feng; Wenxia Yang – Education and Information Technologies, 2025
The emergence of digital game types has opened up significant opportunities to facilitate language acquisition through feedback provision, attracting diverse research strands to explore their potential as arenas for technology-assisted language learning. This study investigates the effects of learner-, peer-, and collaborative-regulated feedback…
Descriptors: Foreign Countries, Computer Games, Game Based Learning, Feedback (Response)
Minkai Wang; Di Zhang; Jingdong Zhu; Hanjie Gu – Journal of Educational Computing Research, 2025
Scientific knowledge is often abstract and challenging, making it difficult for students to apply these concepts effectively. Digital game-based learning (DGBL) offers an engaging and immersive approach, but the fixed resources and predetermined learning paths in most games limit its ability to adapt to individual learners' needs. Large language…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Academic Achievement
Kuan-Fu Chen; Gwo-Jen Hwang; Mei-Rong Alice Chen – Educational Technology Research and Development, 2024
Many studies have incorporated concept maps into digital games to enable learners to make connections between subject concepts in the game. However, most learners do not associate spontaneously with the thematic concepts in the game but need to be facilitated by effective scaffolding mechanisms to reconceptualize the learning process and content.…
Descriptors: Concept Mapping, Game Based Learning, Learning Strategies, Grade 7
Vasiliki Brinia; Aris Plios; Paraskevi Psoni – International Journal of Learning and Change, 2024
Playfulness as a learning technique is applied into the present research in a group of adult learners. Initially, a game scenario was designed and implemented for the subject of microeconomics. Following a qualitative research methodology, through observation and interviews with ten participants before and after the playful activity, the results…
Descriptors: Play, Game Based Learning, Microeconomics, Learning Activities
Ying-Lien Lin; Wei-Tsong Wang – Journal of Educational Computing Research, 2025
Virtual-reality business simulation games (VRBSGs) have garnered attention in management education. However, investigating the design of efficient VRBSGs from an integrated perspective of social cognitive, self-determination, and cognitive load theories is crucial but under-addressed. Therefore, this study developed a VRBSG learning system to…
Descriptors: Undergraduate Students, Business Education, Computer Simulation, Game Based Learning
Chi-Cheng Chang; Szu-Ting Yang – Interactive Learning Environments, 2024
This study aimed to investigate the differences in learners' emotion, cognitive load, and cognitive performance among various scaffolding DGBLs, and the influences of emotion and cognitive load on cognitive performance when using DGBLs. Participants were 97 adult learners from some community college, randomly divided into the control group with 32…
Descriptors: Psychological Patterns, Cognitive Processes, Self Efficacy, Game Based Learning
Andrea Bertoni; Andrea Maffia – International Journal of Mathematical Education in Science and Technology, 2024
While the development of creativity, or creative thinking, in mathematics is considered important by many researchers, there are several difficulties in implementing creative tasks, especially before secondary school. Within the original context of a mathematical escape game, this paper reports two episodes exemplifying the difficulties met by…
Descriptors: Game Based Learning, Learner Engagement, Mathematics Education, Creativity