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Sima Özdemir Bülbül; Esra Mindivanli Akdogan – International Journal of Contemporary Educational Research, 2023
Digital games have become more involved in our lives and entertainment culture with the development of technology. Digital games, which individuals of all ages play and derive great enjoyment from at the the same time, have been actively used in educational activities. However, it is seen that the games used in the education process are mostly…
Descriptors: Grade 6, Middle School Students, Educational Games, Computer Games
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Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
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Wang, Chung-Hsiang; Wu, Ko-Chiu; Tsau, Saiau-Yue – Journal of Educational Computing Research, 2019
The aim of this study was to design a digital game that imparts the concept of urban heat island effects to aid in environmental education. Within the play-time limits, gamers must be alert to signs of warning from the environment and keep the balance between economic growth and the temperature of the environment, so they can safely manage the…
Descriptors: Instructional Design, Educational Games, Marketing, Environmental Education
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Hsieh, Ya-Hui; Lin, Yi-Chun; Hou, Huei-Tse – Interactive Learning Environments, 2016
Well-designed game-based learning can provide students with an innovative environment that may enhance students' motivation and engagement in learning and thus improve their learning performance. The purpose of this study was to examine the relationships among elementary school students' flow experience and learning performances. We also…
Descriptors: Foreign Countries, Elementary School Students, Educational Games, Learning Processes
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Hong, Jon-Chao; Hwang, Ming-Yueh; Wu, Nien-Chen; Huang, Ying-Luan; Lin, Pei-Hsin; Chen, Yi-Ling – Interactive Learning Environments, 2016
A new approach to moral education using blended learning has been developed. This approach involves 10 scenarios that are designed as a web-based game and serves as a basis for group moral-consequence-based reasoning, which is developed based on a hypothetical-deductive model. The aim of the study was to examine the changes in students' blended…
Descriptors: Ethical Instruction, Moral Development, Educational Games, Blended Learning
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Weppel, Sheri; Bishop, Mj; Munoz-Avila, Hector – Journal of Interactive Learning Research, 2012
Instructional games fluctuate between "restricted play" and "free play." Highly structured games with lots of corrective feedback can be less engaging, whereas unstructured games with minimal feedback can lead to frustration. This mixed methods, formative evaluation study investigated how designers might find the balance between too much and too…
Descriptors: Educational Games, Video Games, Computer Uses in Education, Scaffolding (Teaching Technique)
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Cobb, Tom; Horst, Marlise – CALICO Journal, 2011
This study reports on the design and testing of an integrated suite of vocabulary training games for Nintendo[TM] collectively designated "My Word Coach" (Ubisoft, 2008). The games' design is based on a wide range of learning research, from classic studies on recycling patterns to frequency studies of modern corpora. Its general usage…
Descriptors: Foreign Countries, Vocabulary Development, Educational Technology, Educational Games
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Winn, Brian; Heeter, Carrie – Innovate: Journal of Online Education, 2007
Educational game designs must balance the often conflicting values of game designers, instructional designers, and content experts. In order to reach this balance, however, colleagues should adopt development strategies that already inform the design of commercial computer games. Commercial game designers recognize that great games are not created…
Descriptors: Educational Games, Educational Testing, Educational Technology, Play
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Hickey, Daniel T.; Ingram-Goble, Adam A.; Jameson, Ellen M. – Journal of Science Education and Technology, 2009
This study used innovative assessment practices to obtain and document broad learning outcomes for a 15-hour game-based curriculum in Quest Atlantis, a multi-user virtual environment that supports school-based participation in socio scientific inquiry in ecological sciences. Design-based methods were used to refine and align the enactment of…
Descriptors: Feedback (Response), Test Items, Student Evaluation, Achievement Tests
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Lennon, Jeffrey L.; Coombs, David W. – Simulation & Gaming, 2005
This study examined the use of postgame debriefing of a health educational board game activity on dengue fever in a Filipino student population. The debriefing used a series of specific open-ended questions, exploring students' feelings about the game and game-related questionnaires, students' perceptions of important information about dengue from…
Descriptors: Foreign Countries, Health Education, Educational Games, Questionnaires