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Showing 1 to 15 of 16 results Save | Export
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Cömert, Zeynep; Samur, Yavuz – Interactive Learning Environments, 2023
Almost in every aspect of life, classification and categorization make it easier for humans to analyze complex structures and systems. In games, the classification of the players based on their demographics, behaviors, expectations and preferences of the game is important to increase players' motivation and satisfaction. Likewise, knowing the…
Descriptors: Classification, Student Characteristics, Models, Student Motivation
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Aranka Bijl; Bernard P. Veldkamp; Saskia Wools; Sebastiaan de Klerk – Educational Technology Research and Development, 2024
The systematic literature review (1) investigates whether 'serious games' provide a viable solution to the limitations posed by traditional high-stakes performance assessments and (2) aims to synthesize game design principles for the game-based performance assessment of professional competencies. In total, 56 publications were included in the…
Descriptors: Educational Games, Student Evaluation, Evaluation Methods, High Stakes Tests
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Ofosu-Ampong, Kingsley – Journal of Educational Technology Systems, 2020
This article examines gamification literature on education since 2011. Using highlighted themes from Kirriemuir and McFarlane's review on games and education as a starting point, the study identified 32 published papers. Furthermore, the study evaluated and identified previous conceptual and methodological approaches for evaluating gamification in…
Descriptors: Game Based Learning, Educational Games, Educational Trends, Educational Research
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Meriläinen, Mikko; Aurava, Riikka; Kultima, Annakaisa; Stenros, Jaakko – International Journal of Game-Based Learning, 2020
Game jams are intensive events focusing on creation. Their popularity and visibility have soared in recent years. The phenomenon has attracted the attention of scholars interested in education and learning, and the potential of game jams has been studied in various ways. Increasingly, game jams have come to be viewed as a site for learning. They…
Descriptors: Video Games, Design, Educational Games, STEM Education
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Hung, Hsiu-Ting; Yang, Jie Chi; Tsai, Yi-Chin – Educational Technology & Society, 2020
Learning through designing digital games has recently emerged as a potential approach for school learners to boost their literacy development and learning in and across disciplines. However, existing knowledge on this relatively new approach is still fragmented, and little is known about its implementation features, associated learning…
Descriptors: Educational Games, Computer Games, Video Games, Design
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Liu, Zhichun; Moon, Jewoong; Kim, Byungjoo; Dai, Chih-Pu – Educational Technology Research and Development, 2020
In this synthesis, we systematically review research on educational games with adaptivity. Although an adaptive gaming experience provides personalization to learning, the complexity of design makes it difficult to evaluate its effectiveness. In this systematic review, we adopt three analytic approaches: (1) bibliometric analysis, (2) qualitative…
Descriptors: Bibliometrics, Comparative Analysis, Educational Games, Meta Analysis
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Mora, Alberto; Riera, Daniel; González, Carina; Arnedo-Moreno, Joan – Journal of Computing in Higher Education, 2017
Learner's motivation difficulties are recognized as a problem in diverse educational scenarios, reaching up to university degrees. Among other techniques that are often applied by instructors to counteract this issue, those related to the use of gaming elements seem to very promising. In this context, considering the use of game-like properties in…
Descriptors: Educational Games, Teaching Methods, Design, Literature Reviews
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Callaghan, Melissa N.; Reich, Stephanie M. – International Journal of Mobile and Blended Learning, 2020
Preschool-aged learners process information differently from older individuals, making it critical to design digital educational games that are tailored to capitalize on young children's learning capabilities. This in-depth literature synthesis connects features of digital educational game design--including visuals, feedback, scaffolding…
Descriptors: Preschool Children, Developmentally Appropriate Practices, Educational Games, Design
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Terras, Melody M.; Boyle, Elizabeth A.; Ramsay, Judith; Jarrett, Dominic – British Journal of Educational Technology, 2018
Serious Games (SG) are increasingly used to deliver education and training to support well-being, social skills, independent living and online safety. This presents opportunities and challenges for users, developers and educational providers to ensure their benefits are available to all. People with intellectual disability (ID) experience high…
Descriptors: Intellectual Disability, Educational Games, Teaching Methods, Educational Technology
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Ke, Fengfeng – Educational Technology Research and Development, 2016
Via a systematic review of the literature on learning games, this article presents a systematic discussion on the design of intrinsic integration of domain-specific learning in game mechanics and game world design. A total of 69 articles ultimately met the inclusion criteria and were coded for the literature synthesis. Exemplary learning games…
Descriptors: Literature Reviews, Educational Games, Design, Play
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Nebel, Steve; Schneider, Sascha; Rey, Günter Daniel – Educational Technology & Society, 2016
Since the field of educational videogames or serious games is not limited to games that are specifically designed for educational purposes, videogames such as Minecraft have aroused the attention of teachers and researchers alike. To gain insights into the applicability of Minecraft, we reviewed the literature on use of the game in education and…
Descriptors: Video Games, Educational Games, Teaching Methods, Educational Research
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Hava, Kevser; Cakir, Hasan – Journal of Educational Multimedia and Hypermedia, 2018
This study presents the findings of a systematic literature review on educational computer game development activity utilized in learning environments. The main aim of this review is to investigate the effects of game design activity on learning outcomes of students. Additionally, there are other factors examined in the review such as participant…
Descriptors: Elementary School Students, Secondary School Students, College Students, Student Developed Materials
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Dicheva, Darina; Dichev, Christo; Agre, Gennady; Angelova, Galia – Educational Technology & Society, 2015
While gamification is gaining ground in business, marketing, corporate management, and wellness initiatives, its application in education is still an emerging trend. This article presents a study of the published empirical research on the application of gamification to education. The study is limited to papers that discuss explicitly the effects…
Descriptors: Educational Games, Concept Mapping, Literature Reviews, Classification
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Qian, Meihua; Clark, Karen – AERA Online Paper Repository, 2016
Both 21st century skills and game-based learning have been gaining an enormous amount of attention from researchers and practitioners. While some researchers are trying to develop educational games in hopes of promoting students' 21st century skill development in schools, little has been understood regarding the positive impact of games on…
Descriptors: Game Based Learning, 21st Century Skills, Learning Theories, Skill Development
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Li, Ming-Chaun; Tsai, Chin-Chung – Journal of Science Education and Technology, 2013
The purpose of this study is to review empirical research articles regarding game-based science learning (GBSL) published from 2000 to 2011. Thirty-one articles were identified through the Web of Science and SCOPUS databases. A qualitative content analysis technique was adopted to analyze the research purposes and designs, game design and…
Descriptors: Educational Games, Teaching Methods, Literature Reviews, Science Education
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