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Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
Lo-An Liu; Gwo-Jen Hwang – British Journal of Educational Technology, 2024
Learning with digital games has gained considerable popularity. While digital game-based learning has the potential to improve learners' language learning achievement, engagement and motivation, there still exists a gap when it comes to providing effective feedback to learners within these games. Conventional digital games generally provide…
Descriptors: Metalinguistics, Error Correction, English (Second Language), Second Language Learning
Chu, Shih-Ting; Hwang, Gwo-Jen; Chien, Shu-Yun; Chang, Shao-Chen – British Journal of Educational Technology, 2023
In recent years, several studies have reported the potential of employing digital games in EFL (English as Foreign Language) courses to promote students' learning motivation. However, scholars have pointed out that students generally lack self-learning ability, which is the key to the success of learning a foreign language. Therefore, it is…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Games
Nadolski, Rob J.; Hummel, Hans G. K. – British Journal of Educational Technology, 2017
Although the importance of cognitive feedback in digital serious games (DSG) is undisputed, we are facing some major design challenges. First of all, we do not know to which extend existing research guidelines apply when we stand the risk of cognitive feedback distorting the delicate balance between learning and playing. Unobtrusive cognitive…
Descriptors: Feedback (Response), Progress Monitoring, Educational Games, Computer Games
Calvo-Ferrer, José Ramón – British Journal of Educational Technology, 2017
According to different authors, computer games not only teach contents and skills, but also do so in a more efficient manner, allowing long-lasting learning. However, there is still little consensus on this matter as different studies put their educational benefits into question, especially when used without instructional support. An empirical…
Descriptors: Educational Games, Vocabulary Development, Regression (Statistics), Computer Games
Dzeng, Ren-Jye; Lin, Ken-Yu; Wang, Pei-Ru – British Journal of Educational Technology, 2014
Game-based education is a promising method for encouraging student learning. Although learning construction procurement and negotiation require hands-on practice, in most construction management courses at the college level, this subject is taught by using lectures and case studies. In this study, a construction procurement and negotiation game…
Descriptors: Educational Games, Construction Management, Purchasing, Business Administration Education
Li, Zhong-Zheng; Cheng, Yuan-Bang; Liu, Chen-Chung – British Journal of Educational Technology, 2013
Game-like learning systems such as simulation games and digital toys are increasingly being applied to foster higher-level abilities in educational contexts, as they may facilitate an active learning experience. However, the effect of such game-like learning systems is not guaranteed because students may only be interested in the fantasy…
Descriptors: Active Learning, Instructional Design, Learning Strategies, Computer Simulation
Bai, Haiyan; Pan, Wei; Hirumi, Astusi; Kebritchi, Mansureh – British Journal of Educational Technology, 2012
This research study assessed the effectiveness of a three-dimensional mathematics game, DimensionM, through a pretest-posttest control group quasi-experimental design. Participants consisted of 437 eighth graders. The classrooms were randomly assigned either to the treatment group that utilized DimensionM as a supplement to regular classroom…
Descriptors: Mathematics Achievement, Learning Motivation, Algebra, Control Groups