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Showing 1 to 15 of 27 results Save | Export
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Zhao, Jingjie; Zhou, Kaiyuan; Ding, Yi – Asia-Pacific Education Researcher, 2022
Applying digital games (DG) in medical education and learning is increasing. The purpose of this meta-analysis was to determine the effectiveness of DG compared with other methods in terms of improving knowledge or satisfaction of learners in the medical field. An extensive search of publications dated between 2010 and 2020 was carried out through…
Descriptors: Game Based Learning, Medical Education, Instructional Effectiveness, Student Satisfaction
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Orla Walsh; Conor Linehan; Christian Ryan – Autism: The International Journal of Research and Practice, 2025
There is increasing interest in the use of games to scaffold social skills training for autistic children and youth. However, there is no consensus on how to best approach their design, so that learning opportunities are maximised. This article presents a systematic scoping review of empirical studies that use games as social skills training for…
Descriptors: Autism Spectrum Disorders, Children, Adolescents, Late Adolescents
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Jewoong Moon; Sheunghyun Yeo; Qi Si; Abiodun Stephen Ijeluola – International Journal of Mathematical Education in Science and Technology, 2025
We conducted a scoping review on game-based learning (GBL) for mathematics teacher education. In recent decades, GBL has been largely applied to K-12 education contexts. GBL has aimed to promote students' deeper understanding of mathematics knowledge via game-based activities. With the evolving needs of GBL in mathematics education, recent…
Descriptors: Game Based Learning, Mathematics Teachers, Mathematics Education, Teacher Education
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Gui, Yang; Cai, Zhihui; Yang, Yajiao; Kong, Lingyuan; Fan, Xitao; Tai, Robert H. – International Journal of STEM Education, 2023
Digital educational games exhibit substantial promise in advancing STEM education. Nevertheless, the empirical evidence on both the efficacy of digital game-based learning and its designs in STEM education is characterized by notable inconsistencies. Therefore, the current study aimed to investigate (1) the general effect of digital game-based…
Descriptors: STEM Education, Educational Games, Game Based Learning, Video Games
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Rahul Mohandas; Subhashree Mohapatra – Digital Education Review, 2025
Game-based learning (GBL) is an effective learning tool for medical and dental undergraduates in enhancing knowledge and skills as well as gaining student engagement and motivation. Educational games can create a social constructivist learning environment, where learners can construct their knowledge through interactions with their peers and…
Descriptors: Undergraduate Students, Dentistry, Game Based Learning, Student Motivation
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Nagla El-Tanahi; Mona Soliman; Hager Abdel Hady; Rawan Alfrehat; Rasha Faid; Mona Abdelmoneim; Marwa Torki; Noha Hamoudah – International Journal of Education in Mathematics, Science and Technology, 2024
The development of digital technology in leaps and bounds has resulted in offering different learning options and alternatives in physical education. In this regard, technology techniques, like gamification, have been utilized in several areas of education, leading to the identification of its several usage benefits. Nevertheless, there is a lack…
Descriptors: Gamification, Teaching Methods, Physical Education, Skill Development
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Basel Hammoda – Knowledge Management & E-Learning, 2024
Researchers and educators have been exploring innovative methods in entrepreneurship education to address traditional approach failure at engaging students and developing their skills. Educational technology has shown promising results in early studies. Yet, there is a scarcity of reviews on their effectiveness in developing entrepreneurial…
Descriptors: Educational Technology, Entrepreneurship, Outcomes of Education, Research Reports
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Jensen, Erik Ottar; Skott, Charlotte Krog – Digital Experiences in Mathematics Education, 2022
In this article, we conduct a qualitative systematic review of studies examining the use of digital games to promote students' mathematical reasoning in primary and lower secondary schools. Digital games now have a prominent role in students' leisure time, as has mathematical reasoning in curricula around the world. This study investigates how the…
Descriptors: Educational Technology, Technology Uses in Education, Mathematics Instruction, Mathematical Logic
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Ekici, Murat – Education and Information Technologies, 2021
Flipped learning is considered an increasingly common strategy along with some drawbacks. Gamification has the significant potential to deal with the drawbacks. This study presents a systematic literature review on the use of gamification in flipped learning research. To demonstrate its effectiveness clearly, the only empirical research was…
Descriptors: Flipped Classroom, Computer Games, Teaching Methods, Databases
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Alper, Ayfer; Öztas, Elif Sengün; Atun, Handan; Çinar, Dinçer; Moyenga, Moussa – International Journal of Technology in Education and Science, 2021
Changes in the lifestyles of human beings keep up with science and technology in tandem with the growth of science and technology. As in all fields, expectations are influenced by the advancement of science and technology for the use of emerging technologies in educational environments. By empowering the physical world with virtual information,…
Descriptors: Educational Research, Educational Technology, Technology Integration, Instructional Effectiveness
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Yildirim, Ibrahim; Sen, Sedat – Interactive Learning Environments, 2021
Whether gamification is an organized structure that contributes to student achievement, a simple pontification process or total nonsense is a matter of debate. In such, this study was conducted to provide a scientific answer while exhibiting the gamification effect on student achievement with the meta-analysis method, which is based on…
Descriptors: Game Based Learning, Academic Achievement, Meta Analysis, Effect Size
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Shaimi, Fatin Nur Dania; Shaharudin, Shazlyn Milleana; Adnan, Mazlini – International Journal of Educational Methodology, 2023
The purpose of this systematic literature review (SLR) is to identify: (a) the topic of the study, (b) the research methods used, and (c) the results of research on Mathematics education in Malaysia. This study discusses the use of teaching aid (TA) in the field of syllabus and geometry for Form 2 students. The use of TA is considered highly…
Descriptors: Student Interests, Mathematics Instruction, Teaching Methods, Instructional Effectiveness
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Chen, Ching-Huei; Shih, Chun-Chao; Law, Victor – Educational Technology Research and Development, 2020
Digital game-based learning (DGBL) is known to be widely used for improving learning in various fields. Among the elements of DGBL, competition has been very controversial. This meta-analysis, which included 25 articles written between 2008 and 2019, revealed that DGBL has produced improvements for learning outcomes with an overall effect size of…
Descriptors: Competition, Video Games, Computer Games, Game Based Learning
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Ko, Shaun; Eslami, Zohreh R. – TESL-EJ, 2021
We present a systematic review of the literature on the use of multiuser virtual environments (MUVE) on the development of pragmatic competence in second language (L2) learners. Specifically, we reviewed studies examining the potential of L2 pragmatic development through synthetic immersive virtual environment (SIE) and massively multiplayer…
Descriptors: Pragmatics, Second Language Learning, Second Language Instruction, Teaching Methods
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Jabbari, Nasser; Eslami, Zohreh R. – ReCALL, 2019
This review examines the second language acquisition (SLA) literature with regard to the role of "massively multiplayer online games" (MMOGs) in second language (L2) learning. It focuses on commercially developed off-the-shelf (COTS) MMOGs only (some of them modified for educational purposes such as Reinders' & Wattana's work). It…
Descriptors: Second Language Learning, Computer Games, Second Language Instruction, Role
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