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Chen, Hsiu-Ling; Wu, Cheng-Ting – Interactive Learning Environments, 2023
The present research examined the effect of digital role-playing game-based learning on high school students' critical thinking ability. Playing a digital game designed with RPG Maker and whose story lines featured critical thinking questions, a total of 32 high school student participants were given a learning context to practice critical…
Descriptors: High School Students, Computer Games, Video Games, Role Playing
Lutfi, Achmad; Aftinia, Fitria; Permani, Bintari Eka – Journal of Technology and Science Education, 2023
This study aims to obtain the game as a gamification in education that is appropriate to be used for hydrocarbon learning media based on the validity, practicality, and effectiveness of the game. The research method used is the research and development method, the study was conducted in East Java High School-Indonesia. Validity is obtained from…
Descriptors: Gamification, Educational Games, Science Education, Chemistry
Kantorski, Brinley – ProQuest LLC, 2022
Digital educational games have been a part of the educational landscape since the early 1970s. Since then, there has been a proliferation in the quantity, format, type, and quality of digital educational games available to classroom teachers. Despite this, the body of literature surrounding the effectiveness of these digital educational games…
Descriptors: Computer Games, Educational Technology, Video Games, Program Effectiveness
Lutfi, Achmad; Hidayah, Rusly; Sukarmin, Sukarmin; Dwiningsih, Kusumawati – Journal of Technology and Science Education, 2021
The use of games in the chemistry learning process has a positive effect on students' behaviour, understanding, and interest in the discussed topics. A Chebo Collect (chemical bonding collects) game, which has met validity, practicality, and effectiveness criteria, was used as a medium to learn chemical bonds. This study aimed to assess the use of…
Descriptors: Science Instruction, Chemistry, Educational Games, Teaching Methods
Pellas, Nikolaos; Vosinakis, Spyridon – Education and Information Technologies, 2018
Computer games are quickly gaining momentum by enabling new approaches to teaching and learning experience for programming courses in K-12 curriculum. However, it remains unclear if the game interface and elements created by using three-dimensional (3D) virtual worlds combined with visual programming languages or a visual programming environment…
Descriptors: Computer Games, Educational Technology, Technology Uses in Education, Problem Based Learning
McMahon, Don D.; Barrio, Brenda; McMahon, Amanda K.; Tutt, Kristen; Firestone, Jonah – Journal of Special Education Technology, 2020
Individuals with intellectual and developmental disabilities (IDD) are at greater risk of health-related issues due to obesity and lack of physical activity. This study examined using virtual reality (VR) exergaming to increase the physical activity of high school students with IDD. Four students participated in this multiple probe across…
Descriptors: Computer Simulation, High School Students, Students with Disabilities, Intellectual Disability
Corwin, Zoë B.; Maruco, Tattiya; Rocha, Christine; Romero-Morales, Maria – Pullias Center for Higher Education, 2020
Over the last decade, practitioners in college access and success fields have responded to a rapidly evolving digital landscape by incorporating technology into outreach and service. Researchers have responded by turning attention to technology use, digital literacy, and specific technology tools, such as Massive Open Online Courses (MOOCs) and…
Descriptors: Educational Technology, Technology Uses in Education, Student Financial Aid, High School Students
Aytaç, Tufan; Erdem, Mustafa – Online Submission, 2019
The use of Information and Communication Technologies (ICT) is rapidly spreading among high school students. These technologies provide the students to gain learning experiences and also involve many dangers such as addiction, loneliness and stress. The aim of this study is to examine awareness levels of different types of high school students…
Descriptors: High School Students, Computer Security, Learning Experience, Information Technology
Lakanen, Antti-Jussi; Kärkkäinen, Tommi – ACM Transactions on Computing Education, 2019
Short-term outreach interventions are conducted to raise young students' awareness of the computer science (CS) field. Typically, these interventions are targeted at K--12 students, attempting to encourage them to study CS in higher education. This study is based on a series of extra-curricular outreach events that introduced students to the…
Descriptors: Program Effectiveness, Programming, Outreach Programs, Intervention
Tsai, Fu-Hsing – Educational Technology & Society, 2016
This study aims to investigate whether different player-matching mechanisms in educational multi-player online games (MOGs) can affect students' learning performance, enjoyment perception and gaming behaviors. Based on the multi-player quiz game, TRIS-Q, developed by Tsai, Tsai and Lin (2015) using a free player-matching (FPM) mechanism, the same…
Descriptors: Educational Technology, Technology Uses in Education, Scoring, Computer Games
Bernstein-Sierra, Samantha; Corwin, Zoë B. – Pullias Center for Higher Education, 2018
Over the past six years, the Pullias Center for Higher Education has been engaged in research designed to better understand the potential of digital tools to increase access to college. Their most recent $3.2 million "First in the World" (FITW) federal grant has enabled the Center to implement and evaluate an online game-based…
Descriptors: Educational Technology, Access to Education, Higher Education, Intervention
Jackson, G. Tanner; Snow, Erica L.; Varner, Laura K.; McNamara, Danielle S. – Grantee Submission, 2013
Intelligent Tutoring Systems (ITSs) have begun to develop hybrid systems that balance the learning benefits of ITSs with the motivational benefits of games. iSTART-ME (Motivationally Enhanced) is a new game-based learning environment developed on top of an existing ITS for reading comprehension (iSTART). In an 11 session lab-based study, 40 high…
Descriptors: Intelligent Tutoring Systems, Educational Technology, Technology Uses in Education, Educational Games
Holmes, Venita – Houston Independent School District, 2014
During the 2013-2014 academic year, 647 elementary, middle, and high-school students participated in the New Digital Energy Game (NDE) game in the Houston Independent School District (HISD). This is the fourth year that NDE has been implemented in HISD. The game was designed to enrich students' science experiences in order to stimulate their…
Descriptors: Energy, Educational Technology, Technology Uses in Education, Educational Games
Holmes, Venita – Houston Independent School District, 2013
Using a pre-post design, this study evaluates the association between participating in a science game (NDE) and science energy knowledge and science interest. A survey was used to explore teacher perceptions of the game on their instructional practices. Outcome measures were collected at the individual level and the game was played at the team…
Descriptors: Energy, Educational Technology, Technology Uses in Education, Educational Games