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Hwang, Gwo-Jen; Lin, Yu-Chun; Lin, Hui-Chen – Educational Technology Research and Development, 2023
In conventional digital game-based learning, geographic maps are generally used to provide students with the whole picture of the gaming contexts, while the concepts to be learned are separately presented as individual gaming objects. Scholars have indicated the problems of such a gaming content design, in which students could encounter…
Descriptors: Spatial Ability, Concept Mapping, Computer Games, Game Based Learning
Kai-Hsiang Yang; Hui-Chun Chu; Gwo-Jen Hwang; Tzu-Jung Liu – Educational Technology Research and Development, 2025
Digital game-based learning (DGBL) has emerged as an effective strategy to enhance students' learning effectiveness. Concept mapping, recognized as a valuable tool for knowledge construction, has been widely implemented in educational settings. However, research indicates challenges when integrating concept maps into games, particularly when the…
Descriptors: Concept Mapping, Computer Games, Educational Games, Mathematics Education
Shu-Wei Liu; Hung-Yu Chan; Huei-Tse Hou – Educational Technology Research and Development, 2025
The current monument guide teaching has proven to have many challenges, as the learning effectiveness may be reduced by external interference in the real guide activities, and online approaches may cause the problem of insufficient interaction. This study integrated role-playing and multi-dimensional scaffolding theories to develop a remote…
Descriptors: Role Playing, Computer Games, Educational Games, Scaffolding (Teaching Technique)
Chen, Ching-Huei; Law, Victor; Huang, Kun – Educational Technology Research and Development, 2023
Educational games are becoming increasingly prevalent. Recently, adaptive game-based learning to accommodate diverse learners has received considerable attention. The current study aims to explore the effect of adaptive scaffolding from a multidimensional engagement perspective. A total of 61 students from a Taiwan secondary school studied…
Descriptors: Scaffolding (Teaching Technique), Learner Engagement, Computer Games, Educational Games
Mutch-Jones, Karen; Boulden, Danielle C.; Gasca, Santiago; Lord, Trudi; Wiebe, Eric; Reichsman, Frieda – Educational Technology Research and Development, 2021
Research on the use of digital games suggests they can enhance students' learning; however, teachers often play an important role in mediating gameplay and a game's educational goals. The purpose of the study was to investigate implementation approaches of nine biology teachers using an immersive digital game in their science classes, focusing on…
Descriptors: Computer Games, Game Based Learning, Teaching Methods, Science Instruction
Yang, Xiaotong; Rahimi, Seyedahmad; Fulwider, Curt; Smith, Ginny; Shute, Valerie – Educational Technology Research and Development, 2022
The current study investigated students' gameplay behavioral patterns as a function of in-game learning supports delivery timing when played a computer-based physics game. Our sample included 134 secondary students (M = 14.40, SD = .90) from all over the United States, who were randomly assigned into three conditions: receiving instructional…
Descriptors: Student Behavior, Educational Games, Game Based Learning, Problem Solving
Rosenheck, Louisa; Cheng, Meng-Tzu; Lin, Chen-Yen; Klopfer, Eric – Educational Technology Research and Development, 2021
Games can be rich environments for learning and can elicit evidence of students' conceptual understanding and inquiry processes. Illuminating students' content-specific gameplay decisions, or methods of completing game tasks related to a certain domain, requires a context that is open-ended enough for students to make choices that demonstrate…
Descriptors: Game Based Learning, Decision Making, Learning Analytics, Genetics
Nelson, Brian C.; Bowman, Catherine D. D.; Bowman, Judd D.; Pérez Cortés, Luis E.; Adkins, Adrianna; Escalante, Edgar; Owen, Brooke L.; Ha, Jesse; Su, Man – Educational Technology Research and Development, 2020
This study examines the impact of a mobile game app on science museum visitors' level of engagement with exhibit content, compared to a non game-based version of the same app. Ask Dr. Discovery (Dr. D) is a question-asking app containing two versions: a Game Mode employing casual game mechanics and an Ask Mode providing a baseline version. We…
Descriptors: Computer Games, Museums, Science Education, Exhibits
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
Yeo, Jun-Hui; Cho, I.-Hsuan; Hwang, Gwo-Haur; Yang, Hsi-Hsun – Educational Technology Research and Development, 2022
Gender and prior knowledge may affect students' performance and motivation when simulations and games are used for learning. Accommodations should be made for students of different genders and with different levels of prior knowledge. A simulation digital game about the food chain concept geared for elementary school students was developed for…
Descriptors: Gender Differences, Prior Learning, Food, Biology
Riivari, Elina; Kivijärvi, Marke; Lämsä, Anna-Maija – Educational Technology Research and Development, 2021
Our study examined using a computer-based learning game as a tool to facilitate teaching and learning teamwork skills. The game was applied to an undergraduate level human resource management course at a business school in Finland. We focused on students' experiences and key learning outcomes of collaborative learning of teamwork skills through…
Descriptors: Computer Games, Cooperative Learning, Teamwork, Teaching Methods
Wu, Chih-Hung; Tzeng, Yi-Lin; Huang, Yueh-Min – Educational Technology Research and Development, 2020
This study investigated and compared the effectiveness of both digital game-based learning (DGBL) and static e-learning material for Newton's laws of motion on students' learning attention, affective experiences, cognitive load and academic achievement. Physiological signals and affective techniques were adopted to measure students' learning…
Descriptors: Learning Processes, Game Based Learning, Computer Games, Electronic Learning
Chen, Chih-Hung – Educational Technology Research and Development, 2020
Although a great deal of research has evidenced the effects of proper instructional design on multimedia learning, most has focused on the cognitive aspects of learning, with little concern about the role of affective-motivational states in multimedia learning. In this study, an AR game-based learning method was designed via integrating AR…
Descriptors: Computer Simulation, Computer Games, Game Based Learning, Multimedia Instruction
Lee, Ji-Eun; Chan, Jenny Yun-Chen; Botelho, Anthony; Ottmar, Erin – Educational Technology Research and Development, 2022
Online educational games have been widely used to support students' mathematics learning. However, their effects largely depend on student-related factors, the most prominent being their behavioral characteristics as they play the games. In this study, we applied a set of learning analytics methods (k-means clustering, data visualization) to…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Learning Processes
Liu, Zhichun; Moon, Jewoong; Kim, Byungjoo; Dai, Chih-Pu – Educational Technology Research and Development, 2020
In this synthesis, we systematically review research on educational games with adaptivity. Although an adaptive gaming experience provides personalization to learning, the complexity of design makes it difficult to evaluate its effectiveness. In this systematic review, we adopt three analytic approaches: (1) bibliometric analysis, (2) qualitative…
Descriptors: Bibliometrics, Comparative Analysis, Educational Games, Meta Analysis

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