Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 10 |
Descriptor
Computer Games | 10 |
Play | 10 |
Educational Games | 7 |
Foreign Countries | 4 |
Learner Engagement | 4 |
Simulated Environment | 4 |
Questionnaires | 3 |
Case Studies | 2 |
Computer Simulation | 2 |
Cooperative Learning | 2 |
Design | 2 |
More ▼ |
Source
International Journal of… | 10 |
Author
Charij, Stephanie | 1 |
Gerkushenko, Georgy | 1 |
Gerkushenko, Svetlana | 1 |
Ghergulescu, Ioana | 1 |
Groen, Daan | 1 |
Gutjahr, Michael Oliver | 1 |
Göbel, Stefan | 1 |
Kangas, Marjaana | 1 |
Klemke, Roland | 1 |
Krepp, Stefan | 1 |
Kurapati, Shalini | 1 |
More ▼ |
Publication Type
Journal Articles | 10 |
Reports - Research | 8 |
Reports - Evaluative | 2 |
Information Analyses | 1 |
Education Level
Early Childhood Education | 2 |
Higher Education | 2 |
Postsecondary Education | 2 |
Elementary Education | 1 |
Grade 2 | 1 |
Preschool Education | 1 |
Primary Education | 1 |
Audience
Location
Australia | 1 |
China | 1 |
Germany | 1 |
Netherlands | 1 |
Russia | 1 |
United States | 1 |
Laws, Policies, & Programs
Assessments and Surveys
National Survey of Student… | 1 |
What Works Clearinghouse Rating
Effects of Collaborative Digital Gameplay on Students' Three Dimensions of Engagement in Mathematics
Sun, Liping; Ruokamo, Heli; Kangas, Marjaana; Siklander, Pirkko – International Journal of Game-Based Learning, 2022
This study attempts to provide an in-depth understanding of the influence of collaborative digital gameplay on students' behavioural, emotional and cognitive engagement in mathematics. This mixed-method study used pre- (N = 45) and post-test (N = 43) engagement surveys and photo-elicitation interviews (N = 6) to investigate how a six-day…
Descriptors: Cooperative Learning, Computer Games, Play, Mathematics Instruction
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
Gerkushenko, Svetlana; Gerkushenko, Georgy – International Journal of Game-Based Learning, 2014
The article describes the role of play in child's development and identifies the characteristics of mature play in preschool age. The paper gives an overview of the computer games for preschool children used in Russian kindergartens. The research conducted with 50 Russian kindergarten teachers provides the analysis of the most important factors of…
Descriptors: Play, Computer Games, Preschool Children, Foreign Countries
Wendel, Viktor; Krepp, Stefan; Gutjahr, Michael Oliver; Göbel, Stefan; Steinmetz, Ralf – International Journal of Game-Based Learning, 2015
In collaborative learning scenarios, the role of the instructor is vital. This aspect directly carries over to the concept of collaborative multiplayer Serious Games, where a group of players is learning together using a Serious Game. In this paper, the authors propose a novel approach for integration and support of instructors in collaborative…
Descriptors: Computer Games, Cooperative Learning, Questionnaires, Teacher Role
Lukosch, Heide; Groen, Daan; Kurapati, Shalini; Klemke, Roland; Verbraeck, Alexander – International Journal of Game-Based Learning, 2016
This study introduces the concept of microgames to support situated learning in order to foster situational awareness (SA) of planners in seaport container terminals. In today's complex working environments, it is often difficult to develop the required level of understanding of a given situation, described as situational awareness. A container…
Descriptors: Performance, Foreign Countries, Case Studies, Games
Ghergulescu, Ioana; Muntean, Cristina Hava – International Journal of Game-Based Learning, 2014
This article proposes a Motivation Assessment-oriented Input-Process-Outcome Game Model (MotIPO), which extends the Input-Process-Outcome game model with game-centred and player-centred motivation assessments performed right from the beginning of the game-play. A feasibility case-study involving 67 participants playing an educational game and…
Descriptors: Educational Games, Electronic Learning, Learning Motivation, Input Output Analysis
Rademacher Mena, Ricardo Javier – International Journal of Game-Based Learning, 2012
In a previous work the author created the Education and Entertainment Grid by combining various taxonomies from the fields of play and learning. In this paper, a section of this grid known as the Entertainment Grid will be extended by including previously unused elements of Richard Bartle's online player types and Robert Caillois' play complexity.…
Descriptors: Educational Games, Video Games, Computer Games, Design
Rooney, Pauline – International Journal of Game-Based Learning, 2012
It is widely acknowledged that digital games can provide an engaging, motivating and "fun" experience for students. However an entertaining game does not necessarily constitute a meaningful, valuable learning experience. For this reason, experts espouse the importance of underpinning serious games with a sound theoretical framework which…
Descriptors: Educational Games, Computer Games, Instructional Design, Constructivism (Learning)
Charij, Stephanie; Oikonomou, Andreas – International Journal of Game-Based Learning, 2013
With the increasing potential for gaming hardware and peripherals to support biometrics, their application within the games industry for software and design should be considered. This paper assesses the ability to use a form of biometric measurement, heart rate, in real-time to improve the challenge and enjoyment of a game by catering it to…
Descriptors: Computer Games, Measurement Techniques, Human Body, Biology
de Byl, Penny – International Journal of Game-Based Learning, 2013
The compulsion to include games and game related mechanism in education is great among educators who want to engage and motivate today's students and the latest buzzword in this domain is gamification. However, without a thorough understanding of what a gamified curriculum looks like, how it can best be applied and why it might engross students,…
Descriptors: Educational Games, Higher Education, Technology Uses in Education, Student Attitudes