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Kara, Ersin; Cagiltay, Kursat – Educational Technology & Society, 2023
This paper reports on the design and development of educational games and materials that utilize affordable e-textile technology. The researchers employed a design-based approach whereby preschool children used three e-textile materials in two cycles to inform on the development of interactive materials from ordinary objects and bodily interactive…
Descriptors: Educational Games, Design, Educational Technology, Preschool Children
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Mirjam West; Petra Baettig-Frey – Educational Technology & Society, 2025
Preserving biodiversity is vital, and early education plays a key role in fostering environmental awareness. An Augmented Reality Outdoor Mission (AROM) has been created as an innovative educational tool for children between the ages 7 and 11. AROM combines entertainment and education and is designed to engage elementary schoolchildren and…
Descriptors: Computer Simulation, Science Education, Biodiversity, Biology
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Liu, Zhichun; Moon, Jewoong – Educational Technology & Society, 2023
In this study, we have proposed and implemented a sequential data analytics (SDA)-driven methodological framework to design adaptivity for digital game-based learning (DGBL). The goal of this framework is to facilitate children's personalized learning experiences for K-5 computing education. Although DGBL experiences can be beneficial, young…
Descriptors: Learning Analytics, Design, Game Based Learning, Computation
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Toda, Armando M.; Palomino, Paula T.; Oliveira, Wilk; Rodrigues, Luiz; Klock, Ana C. T.; Gasparini, Isabela; Cristea, Alexandra I.; Isotani, Seiji – Educational Technology & Society, 2019
One of the main goals of gamification in educational settings is to increase student motivation and engagement. To facilitate the design of gamified educational systems, in recent years, studies have proposed various approaches (e.g., methodologies, frameworks and models). One of the main problems, however, is that most of these approaches are…
Descriptors: Educational Games, Game Based Learning, Design, Taxonomy
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Hung, Hsiu-Ting; Yang, Jie Chi; Tsai, Yi-Chin – Educational Technology & Society, 2020
Learning through designing digital games has recently emerged as a potential approach for school learners to boost their literacy development and learning in and across disciplines. However, existing knowledge on this relatively new approach is still fragmented, and little is known about its implementation features, associated learning…
Descriptors: Educational Games, Computer Games, Video Games, Design
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Kocadere, Selay Arkün; Çaglar, Seyma – Educational Technology & Society, 2018
Studies highlight the need to consider different player types during gamification design. The aim of the present study was to determine the elements that affect learners showing different player type characteristics in a gamified learning environment. Accordingly, the study examined which game elements trigger which mechanics. The design of the…
Descriptors: Educational Games, Design, Undergraduate Students, Individual Characteristics
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Nebel, Steve; Schneider, Sascha; Rey, Günter Daniel – Educational Technology & Society, 2016
Since the field of educational videogames or serious games is not limited to games that are specifically designed for educational purposes, videogames such as Minecraft have aroused the attention of teachers and researchers alike. To gain insights into the applicability of Minecraft, we reviewed the literature on use of the game in education and…
Descriptors: Video Games, Educational Games, Teaching Methods, Educational Research
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Dicheva, Darina; Dichev, Christo; Agre, Gennady; Angelova, Galia – Educational Technology & Society, 2015
While gamification is gaining ground in business, marketing, corporate management, and wellness initiatives, its application in education is still an emerging trend. This article presents a study of the published empirical research on the application of gamification to education. The study is limited to papers that discuss explicitly the effects…
Descriptors: Educational Games, Concept Mapping, Literature Reviews, Classification
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Kelle, Sebastian; Klemke, Roland; Specht, Marcus – Educational Technology & Society, 2013
Based on a previous analysis of game design patterns and related effects in an educational scenario, the following paper presents an experimental study. In the study a course for Basic Life Support training has been evaluated and two game design patterns have been applied to the course. The hypotheses evaluated in this paper relate to game design…
Descriptors: Educational Games, Computer Games, Design, First Aid
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Melero, Javier; Hernandez-Leo, Davinia – Educational Technology & Society, 2014
Multiple evidences in the Technology-Enhanced Learning domain indicate that Game-Based Learning can lead to positive effects in students' performance and motivation. Educational games can be completely virtual or can combine the use of physical objects or spaces in the real world. However, the potential effectiveness of these approaches…
Descriptors: Educational Technology, Educational Games, Puzzles, Teaching Methods