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Alkan, Sel çuk; Korkmaz, Ebru – World Journal of Education, 2021
In this study, the design and educational aspects of digital games on Steam (Digital Game Sales Platform) were examined. Case study, one of the qualitative research methods, was used in the research. Universal design model and principles, educational and game mechanics were used in the analysis of the games. The games were analyzed using the…
Descriptors: Video Games, Mathematics Education, Game Based Learning, Learning Processes
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Esquivel, Christi H.; Wilson, Kelly L.; Garney, Whitney R.; McNeill, Elisa Beth; McMaughan, Darcy Jones; Brown, Sydney; Graves-Boswell, Taylor – American Journal of Sexuality Education, 2022
Game-based learning offers an interactive and effective way to teach health content and skills. This article discusses feasibility testing of "Using the Connect" ("UTC"), an innovative, game-based sexuality education program to evaluate its acceptability among youth. Utilizing mixed methods in a single case study design,…
Descriptors: Sexuality, Sex Education, Game Based Learning, Teaching Methods
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Clark, Daniel – Research in Learning Technology, 2022
This study presents an evaluation of an online game-based student access, retention, progression and attainment (ARPA) initiative at the University of Kent. The initiative, a narrative-based simulation of a condensed student journey from pre-enrolment to graduation, is designed to prepare and support students in their transition to and…
Descriptors: Evaluation Methods, Electronic Learning, Access to Education, School Holding Power
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Dorsaf Benna Chelly; Manel BenSassi; Henda Ben Ghezala; Riadh Ben Boubaker – International Association for Development of the Information Society, 2022
The COVID-19 has impacted education all over the world, especially many African countries where the experience of the pandemic has been distressing. While the need for distance learning was clear from the outset of the pandemic, achieving effective reach to learners was more complex, multifaceted and challenging task, facing to many issues:…
Descriptors: Pandemics, Equal Education, Distance Education, Educational Change
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Jessica H. Hunt; Michelle Taub; Matthew Marino; Kenneth Holman; Alejandra Duarte; Brianna Bentley – North American Chapter of the International Group for the Psychology of Mathematics Education, 2023
We analyzed the effects of a game-based, supplemental fraction curriculum on fourth and fifth grade students' fraction knowledge, engagement, and STEM interest. Students with and without disabilities with intersecting identities (e.g., race, disability status, gender) comprised the sample. Results indicate significant differences in fraction…
Descriptors: Fractions, Mathematics Instruction, Game Based Learning, Learner Engagement
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Stylianidou, Nayia; Sofianidis, Angelos; Manoli, Elpiniki; Meletiou-Mavrotheris, Maria – Education Sciences, 2020
This article reports on the main experiences gained from a teaching intervention which utilised the alternate reality game 'Helping Nemo' in an augmented reality environment for formative assessment. The purpose of the study was to explore the ways in which the affordances arising from the combination of alternate reality games and augmented…
Descriptors: Educational Games, Access to Education, Computer Simulation, Intervention
Bill Preble; Carlton J. Fitzgerald – New England College Journal of Applied Educational Research, 2021
This participatory action research (PAR) study describes the Flagway program at New England College (NEC). The purpose of the study is to share the historical origins of the Flagway program, discuss how Flagway is being implemented with college students at NEC, and describe initial effects of the program on middle school students who score in the…
Descriptors: Action Research, Participatory Research, College Students, Mathematics Instruction