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Sunday, Kissinger; Oyelere, Solomon Sunday; Agbo, Friday Joseph; Aliyu, Muhammad Bello; Balogun, Oluwafemi Samson; Bouali, Nacir – Technology, Knowledge and Learning, 2023
Many empirical studies have shown that educational games and recent technologies impact education and increase learning effectiveness, students' motivation and engagement. The overall aim of this study is to evaluate the usability of Imikode, a virtual reality (VR) game that was developed to introduce the concepts of object-oriented programming to…
Descriptors: Usability, Program Evaluation, Instructional Effectiveness, Computer Games
Missaoui, Siwar; Maalel, Ahmed – Education and Information Technologies, 2021
A student's profile defines the best way a student chooses to learn. It comprises information on student's characteristics such as background knowledge, learning style preference, goals, personality etc. The foremost challenge that the students experience in learning system is that they are unable to bring back relevant information based on their…
Descriptors: Profiles, Models, Computer Games, Cognitive Style
Wang, Jing; Song, Baomei – Asia-Pacific Education Researcher, 2023
To motivate learners to engage in writing courses and help to improve their writing performance, a mobile-game-based collaborative prewriting approach was proposed in this study. A quasi-experiment was implemented by recruiting two classes of non-English major students from a university in northeastern China. Class 1 learned to write under the…
Descriptors: Computer Games, Collaborative Writing, Prewriting, Foreign Countries
Hartley, Jackie; Hobbs, Laura; Stevens, Carly – Natural Sciences Education, 2023
Science Hunters is an established outreach program using the computer game Minecraft to engage children in science. Before the pandemic, Science Hunters regularly delivered sessions in schools but ceased delivering face-to-face sessions during the COVID-19 pandemic. Online remote delivery was trialed in eight schools, with 201 children of age 9-11…
Descriptors: Elementary School Students, Elementary School Teachers, Teacher Aides, Pandemics
Pease, Michael; Pérez-Lapeña, Blanca; Lant, Christopher – Journal of Geography in Higher Education, 2019
This paper describes environmental systems games developed for energy and water resource use designed to be adaptable from high school to undergraduate use. Two of the games are computer simulations with adjustable levels of difficulty that can be done in a computer lab or as a homework assignment. The third is a peer-to-peer roleplayer game…
Descriptors: Energy, Water, Natural Resources, Geography Instruction
Rittinger, Eric R. – Journal of Political Science Education, 2020
A growing literature highlights the benefits of playing the classic board game Diplomacy in international relations (IR) courses. But how exactly can it help students to learn not only about different IR theories, but also about what it means to "use" a theory in the first place? To address this question, I highlight my experiences…
Descriptors: International Relations, Public Affairs Education, Game Based Learning, Introductory Courses
Rushby, Nick – Educational Technology, 2016
One of the key trends in learning technology in recent years has been the growing interest in simulations and serious games. Much of the research into simulations and serious games has tended to focus on aspects of fun and engagement rather than on what is happening in the process to cause transferable learning. Much of it has been based on small…
Descriptors: Computer Simulation, Educational Games, Educational Technology, Evaluation Methods
Tobias, Sigmund; Fletcher, J. Dexter; Chen, Fei – Educational Technology, 2015
Digital games were reviewed as an emerging tool in educational technology. Factors such as instructional effectiveness, time on task, relationship to curricula, student socio-economic status, violence in games, and game mechanics were considered. Despite considerable variability among studies, larger overall effect sizes for the impact of games on…
Descriptors: Educational Games, Educational Technology, Instructional Effectiveness, Time on Task
Schrader, Claudia; Bastiaens, Theo – Journal of Interactive Learning Research, 2012
This article presents a review of existent literature that provides insight in the effectiveness of computer learning games. Based on this research, the effectiveness of games is illustrated in detail with regard to three current perspectives on games: design characteristics of games, the process of gameplay and the reflection of specific…
Descriptors: Computer Games, Educational Games, Design Requirements, Literature Reviews
Wu, Ye-Chi; Ma, Lee Wei; Jiau, Hewijin Christine – Educational Technology & Society, 2013
Programming assignments are commonly used in computer science education to encourage students to practice target concepts and evaluate their learning status. Ensuring students are engaged in such assignments is critical in attracting and retaining students. To this end, WebHat, a service-based program evaluation platform, is introduced in this…
Descriptors: Assignments, Computer Science, Program Evaluation, Computer Software
Meyer, W. Max – Cultural Studies of Science Education, 2012
Analyses of the game "Spore" have centered on the important issues of accuracy of evolution content and engendering interest in science. This paper suggests that examination of the degree of scaffolding necessary to use the game in pedagogy is a missing part of the discussion, and then questions the longevity of the "Spore" discussion relative to…
Descriptors: Science Interests, Educational Environment, Science Instruction, Educational Technology
Tippins, Deborah J.; Jensen, Lucas John – Cultural Studies of Science Education, 2012
There is a vast terrain of emerging research that explores recent innovations in digital games, particularly as they relate to questions of teaching and learning science. One such game, "Citizen Science", was developed to teach players about the practice of citizen science as well as lake ecology. Citizen science is a pedagogy that has a long…
Descriptors: Ecology, Environmental Education, Citizenship, Environmental Research
Fletcher, J. D.; Tobias, Sigmund – Educational Technology, 2011
Evidence collected on the effectiveness of four educational technologies is briefly reviewed. The authors conclude that there is reasonable evidence that computer-assisted instruction can have at least a modest effect on improving learning and probably more when its instructional approaches are properly matched to instructional objectives, that…
Descriptors: Evidence, Educational Technology, Teaching Methods, Educational Research
Lowdermilk, John; Martinez, Deborah; Pecina, Julie; Beccera, Lisa; Lowdermilk, Carey – TechTrends: Linking Research and Practice to Improve Learning, 2012
This article examines the use of a focused educational game. The game, "Behavior Breakthroughs"[TM], was created to teach people that work with children with autism, appropriate behavior management techniques. A group of undergraduate, teacher education students played the game and provided feedback on their experiences.
Descriptors: Autism, Student Behavior, Classroom Techniques, Special Education
Duncan, Ishbel; Miller, Alan; Jiang, Shangyi – British Journal of Educational Technology, 2012
Virtual worlds are an important tool in modern education practices as well as providing socialisation, entertainment and a laboratory for collaborative work. This paper focuses on the uses of virtual worlds for education and synthesises over 100 published academic papers, reports and educational websites from around the world. A taxonomy is then…
Descriptors: Foreign Countries, Educational Technology, Computer Simulation, Simulation
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