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Showing 1 to 15 of 43 results Save | Export
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Hayak, Merav; Avidov-Ungar, Orit – Technology, Pedagogy and Education, 2023
The qualitative research employed semi-structured interviews with 28 elementary school teachers to examine the types of knowledge they use to integrate digital game-based learning (DGBL) into their classrooms and the nature of their integration planning. The findings revealed that teachers use four types of knowledge: game knowledge, game…
Descriptors: Elementary School Teachers, Educational Games, Computer Games, Game Based Learning
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Ibrahim Bozan; Erdal Taslidere – Education and Information Technologies, 2025
Coding and digital game design activities have been used in recent years to contribute to students' academic achievement and twenty-first century skills. This study aimed to investigate the effect of the 5E model enriched with coding and digital game design activities (5EECD) on gifted students' academic achievement and problem-solving skills. A…
Descriptors: Models, Coding, Computer Games, Educational Games
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Wang, Annie; Thompson, Meredith; Roy, Dan; Pan, Katharine; Perry, Judy; Tan, Philip; Eberhart, Rik; Klopfer, Eric – Interactive Learning Environments, 2022
This study focuses on an educational game titled "Cellverse," a two-player cross-platform VR project intended to teach high school biology students about cell structure and function. In "Cellverse," players work in pairs to explore a human lung cell and diagnose and treat a dangerous genetic disorder. "Cellverse" is…
Descriptors: Educational Games, Computer Games, Computer Simulation, Instructional Design
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Mustafa Metin; Neslihan Durmus – International Journal of Technology in Education and Science, 2024
The main purpose of the research is to determine teachers' views on the use of digital games in science education. In accordance with this purpose, the research was carried out with the phenomenology method which one of the qualitative research methods, was conducted with eight volunteer science teachers working in different public schools within…
Descriptors: Teacher Attitudes, Computer Games, Science Instruction, Teaching Methods
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Free, Nicholas; Menendez, Hector M., III; Tedeschi, Luis O. – Education and Information Technologies, 2022
The lack of real-life experiences, such as handling livestock at a production facility (e.g., ranch), exists for a variety of reasons such as availability, liability, time, and cost, amongst others. As more students enter undergraduate animal science programs without prior exposure to animal handling, the necessity for more hands-on, real-life…
Descriptors: Educational Games, Animal Husbandry, Experiential Learning, Undergraduate Students
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Erlina; Dylan P. Williams; Chris Cane; Hairida; Maria Ulfah; Azwa F. Wafiq – Chemistry Education Research and Practice, 2024
The range of abstract concepts encountered when learning chemistry and the inability of students to make connections between the macroscopic, sub-microscopic, and symbolic representations, used in chemistry teaching, are believed to be the main reasons for students' difficulty when learning chemistry. Prediction and determination of molecular…
Descriptors: Foreign Countries, College Freshmen, Chemistry, Science Instruction
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Janakiraman, Shamila; Watson, Sunnie Lee; Watson, William R.; Shepardson, Daniel P. – Journal of Education for Sustainable Development, 2021
Anthropogenic activities cause environmental degradation-related problems. However, people fail to perform pro-environmental behaviours because they believe that they cannot make a difference or they focus on short-term benefits. Interventions that address specific target groups aimed at breaking barriers and changing behaviours are required. To…
Descriptors: Foreign Countries, High School Students, Environmental Education, Educational Games
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da Silva, Rafael Leonardo – TechTrends: Linking Research and Practice to Improve Learning, 2021
This article describes the results of a qualitative study that aimed at investigating moral decision-making processes of prospective government workers using a game-based tool. Three participants volunteered to participate in the research process, which included playing a short point-and-click narrative game and a focus group. Data was analyzed…
Descriptors: Decision Making, Empathy, Computer Games, Educational Games
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Yu-Fen Yang; Wen-Min Hsieh; Wing-Kwong Wong; Yi-Chun Hong; Siao-Cing Lai – Computer Assisted Language Learning, 2024
Foreign Language Anxiety (FLA) is considered a central affective factor influencing English as a Foreign Language (EFL) learning. This study thus developed an online simulation game to create a virtually situated learning environment for reducing EFL primary school students' FLA levels and improving their English vocabulary learning. A total of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
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Kaimara, Polyxeni; Fokides, Emmanuel; Oikonomou, Andreas; Deliyannis, Ioannis – Education and Information Technologies, 2022
Digital educational games (DEGs) constitute an effective teaching approach, particularly when they are used in combination with collaborative learning scenarios. However, when changes are made in the teaching and learning process, teachers are responsible to apply and realize them in practice. Therefore, it is vital to understand their views and…
Descriptors: Teaching Methods, Educational Technology, Computer Games, Educational Games
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Kara, Nuri – International Journal of Computer-Assisted Language Learning and Teaching, 2022
The main aim of this study was to explore the effect of the serious mobile game Jumo the Jumper on the vocabulary acquisition of primary school English as a Foreign Language (EFL) students and their attitudes toward an EFL course. The main research design of the study was a quasi-experimental design with nonequivalent control groups that included…
Descriptors: Elementary School Students, Second Language Learning, English (Second Language), Foreign Countries
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Janakiraman, Shamila; Watson, Sunnie Lee; Watson, William R. – TechTrends: Linking Research and Practice to Improve Learning, 2021
Environmental sustainability education should create eco-awareness and produce pro-environmental behaviors. Traditional instructional methods create eco-awareness but do not make people act. Purposefully designed digital games for attitudinal instruction provide cognitive knowledge, engage learners emotionally by showing the consequences of…
Descriptors: Computer Games, Educational Games, Environmental Education, Cooperative Learning
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Hava, Kevser; Guyer, Tolga; Cakir, Hasan – Educational Technology Research and Development, 2020
The purpose of this research is to investigate students' learning experiences in a systematic game development process. The study was conducted at a science and arts center, where gifted students can enroll in after-school activities. Fifteen students and one instructor participated in a 12-week problem-solving implementation. During the last five…
Descriptors: Academically Gifted, Teaching Methods, After School Programs, Problem Solving
Ayman Alzaid – ProQuest LLC, 2023
As computer games become integral to students' learning experiences, this dissertation investigates the impact of educational game-based learning on mathematical outcomes and attitudes among elementary school students. Employing data science techniques, including statistical approaches and quantitative analysis through data mining of gameplay data…
Descriptors: Computer Games, Outcomes of Education, Game Based Learning, Mathematics Instruction
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Jafari, Seyed Mohammadbagher; Abdollahzade, Zahra – Education and Information Technologies, 2019
The game-based learning, which uses computer games to improve performance and learning, is a new field which can be used as a powerful educational tool. To increase the effectiveness of educational games, new games fit the learning styles of each individual can be made to have a customized learning environment. Currently, playing computer games…
Descriptors: Cognitive Style, Game Based Learning, Computer Games, Foreign Countries
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