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Showing 1 to 15 of 61 results Save | Export
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Matic, Ljerka Jukic; Karavakou, Myrto; Grizioti, Marianthi – International Journal of Game-Based Learning, 2023
The literature reports that while digital educational games are used in the elementary classroom, they are rarely, if ever, used in the upper secondary mathematics classroom. In order to investigate this situation, a survey was conducted to determine what upper secondary school mathematics teachers think about digital games and what obstacles and…
Descriptors: Game Based Learning, Electronic Learning, Educational Games, Learner Engagement
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DeArmond, Marc C.; Shelton, Brett E.; Hsu, Yu-Chang – International Journal of Game-Based Learning, 2022
While some research suggests South Korea has fallen behind other developed nations with regard to publishing and using serious games in the classroom, Korean interest in video games remains extremely high. Due to a number of cultural, social, and technological factors, esports was primed to become a significant force in Korean culture and received…
Descriptors: Foreign Countries, Educational Games, Teaching Methods, Educational Technology
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Ravyse, Werner Siegfried; Blugnaut, A. Seugnet; Botha-Ravyse, Chrisna R. – International Journal of Game-Based Learning, 2020
This study aimed to identify and rank the serious game fidelity themes that should be considered for retaining both the learning potential and predicted market growth of serious games. The authors also investigated existing links between fidelity and AI. The methodology unraveled serious game fidelity through the co-development of a theory- and…
Descriptors: Fidelity, Artificial Intelligence, Educational Games, Computer Games
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Nguyen, Huy Anh; Hou, Xinying; Richey, J. Elizabeth; McLaren, Bruce M. – International Journal of Game-Based Learning, 2022
There is an established gender gap in middle school math education, where female students report higher anxiety and lower engagement, which negatively impact their performance and even long-term career choices. This work investigates the role of digital learning games in addressing this issue by studying Decimal Point, a math game that teaches…
Descriptors: Gender Differences, Middle School Students, Educational Games, Mathematics Instruction
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Teh, Ee Wen; Krishnapillai, Gengeswari; Chan, Ling Meng – International Journal of Game-Based Learning, 2022
Recently, digital games are used as a form of new media with massive potential for learning the English Language. To understand the typology of user experiences with digital games, the Presence-Involvement-Flow Framework (PIFF) was utilized. A series of semi-structured interviews were conducted with ten tertiary students in Northern Malaysia.…
Descriptors: Computer Games, Educational Games, Second Language Instruction, Second Language Learning
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Gloria Mittmann; Adam Barnard; Sonja Zehetmayer; Simon Wimmer; Vanessa Zehetner; Sylvia Doerfler; Kate Woodcock; Beate Schrank – International Journal of Game-Based Learning, 2024
Early adolescence is a major time for friendship development, and interpersonal emotion regulation (iER) is a vital skill for social interactions. Serious games are an exciting way to engage young people with psychoeducational content. The authors developed a serious game teaching iER strategies to early adolescents in an interdisciplinary and…
Descriptors: Foreign Countries, Middle School Students, Educational Games, Computer Games
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Chu, Man-Wai; Fowler, Teresa Anne – International Journal of Game-Based Learning, 2020
The use of computer games in education has been increasing in popularity during the past decade. Game-based learning environments are designed to teach specific knowledge content and skill-based learning outcomes using game elements. One main reason for using game-based learning environments is to increase student motivation and engagement while…
Descriptors: Educational Games, Computer Games, Formative Evaluation, Feedback (Response)
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Remmele, Bernd – International Journal of Game-Based Learning, 2017
The paper first outlines a differentiation of play/game-motivations that include "negative" attitudes against the play/game itself like cheating or spoilsporting. This problem is of particular importance in concern of learning games because they are not "played" for themselves--at least in the first place--but due to an…
Descriptors: Play, Educational Games, Student Motivation, Negative Attitudes
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Moseley, Alex – International Journal of Game-Based Learning, 2018
The use of real contexts in learning has been of central interest to educational developments such as experiential learning, case studies, work placements and simulations. They centre around the benefits of putting students in realistic situations, using real tools to solve real/realistic problems. A growing number of learning games are making use…
Descriptors: Educational Games, Context Effect, Relevance (Education), Teaching Methods
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Katemba, Caroline V.; Sinuhaji, Grace V. – International Journal of Game-Based Learning, 2021
The teaching of vocabulary is essential in the world of teaching English as a foreign language (EFL). EFL learners have problems in learning vocabulary. To attract the students' attention, the teachers should have adequate teaching methods. One of the teachers' efforts to engage the students is by applying ESA (engage, study, and activate) through…
Descriptors: Foreign Countries, Second Language Instruction, English (Second Language), Teaching Methods
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Gutica, Mirela; Petrina, Stephen – International Journal of Game-Based Learning, 2021
Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an…
Descriptors: Educational Games, Mathematics Instruction, Student Attitudes, Grade 6
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Gholizadeh, Mehran; Taghiyareh, Fattaneh; Alvandkoohi, Saeed – International Journal of Game-Based Learning, 2018
The pivotal role of identifying types of players is inevitable in the game contexts, and educational games are not an exception. This article aims to present a model of player-game interaction in the mobile game-based learning setting regarding the behavioral propensity. This model comprises five different features inherited from the player…
Descriptors: Educational Games, Computer Games, Telecommunications, Handheld Devices
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Jackson, Luke Conrad; O'Mara, Joanne; Moss, Julianne; Jackson, Alun C. – International Journal of Game-Based Learning, 2018
Digital games are currently viewed, by many within the field of education, as a way to engage and motivate students, and to assist them in acquiring content knowledge and skills. Despite the growing interest in using digital games, including serious games, this is the first critical review of the literature on the effectiveness of digital…
Descriptors: Computer Games, Teaching Methods, Instructional Effectiveness, Attitude Change
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Yilmaz, Ozgur; Bayraktar, Duygu Mutlu – International Journal of Game-Based Learning, 2018
This article investigates the effect of kinesthetic educational game on students' mental computation speed. A Solomon four-group design was used to avoid the influence of pretest-posttest design. In order to determine which grade is appropriate for this game, a pilot study was conducted with 30 students. As for the main study, 123 students…
Descriptors: Mental Computation, Computer Games, Kinesthetic Methods, Comparative Analysis
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Keating, Paul – International Journal of Game-Based Learning, 2016
Building on the use of the internet and social media as sites for activism, this paper highlights the emergence of political activism and collective protest in the online gaming environment. Referencing social movement theory and the rapidly evolving capacity of multiplayer online games to facilitate the development of strong group identities and…
Descriptors: Educational Games, Computer Games, Social Change, Activism
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