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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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Yong, Su Ting; Gates, Peter; Chan, Andy Tak-Yee – International Journal of Game-Based Learning, 2019
This article explores the potential use metacognitive skills learned in computer games to teach mathematics. This study explored the similarities and differences in the learning of metacognitive skills between computer games and mathematics education. A mixed-methods approach was employed in which a quantitative survey (students, n=174) and a…
Descriptors: Metacognition, Thinking Skills, Skill Development, Computer Games
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Buteau, Chantal; Muller, Eric – International Journal of Game-Based Learning, 2018
E-Brock Bugs is a serious educational game (SEG) about probability which was created based on Devlin's design principles for games whose players adopt identities of mathematically able persons. This kind of games in which "players think and act like real world professionals" has been called epistemic. This article presents an empirical…
Descriptors: Computer Games, Educational Games, Probability, Educational Technology
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O'Reilly, Gary; Coyle, David; Tunney, Conall – International Journal of Game-Based Learning, 2016
Mindful Gnats is a computer game and App that introduces mindfulness and relaxation skills to young people aged nine years and older. In this paper the authors describe their model for using technology to support children with the development of psychological skills. This model combines a computer game to introduce and practice psychological…
Descriptors: Buddhism, Computer Games, Metacognition, Relaxation Training
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Dunwell, Ian; Lameras, Petros; de Freitas, Sara; Petridis, Panos; Hendrix, Maurice; Arnab, Sylvester; Star, Kam – International Journal of Game-Based Learning, 2014
In an evolving global workplace, it is increasingly important for graduates and school-leavers to possess an understanding of the job market, their relevant skills, and career progression paths. However, both the marketplace and career paths are becoming increasingly dynamic, with employees more frequently moving between sectors and positions than…
Descriptors: Career Guidance, Adolescents, Computer Games, Video Games
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Wilson, Scott Neal; Engler, Caroline E.; Black, Jessica E.; Yager-Elorriaga, Derik K.; Thompson, William Michael; McConnell, Andrae; Cecena, Javier Elizondo; Ralston, Ryan; Terry, Robert A. – International Journal of Game-Based Learning, 2017
In the 21st century, students have access to a plethora of information. As such, the skills required to access and effectively sort through this information (information literacy skills) become ever more important for success in both academic and non-academic settings. This study sought to assess the efficacy of two educational games designed to…
Descriptors: Educational Games, Computer Games, Information Literacy, Randomized Controlled Trials
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Ribeiro, Claudia; Antunes, Tiago; Pereira, João; Monteiro, Micaela – International Journal of Game-Based Learning, 2014
At present, medical knowledge is experiencing an exponential growth. This results in serious difficulties to healthcare professionals in keeping up to date. At the same time, medical education is mostly taught using traditional learning methodologies, not always the most efficient. Recently however, there has been a significant increase in the use…
Descriptors: Foreign Countries, Medical Education, Medical Students, Educational Games
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Arya, Ali; Chastine, Jeff; Preston, Jon; Fowler, Allan – International Journal of Game-Based Learning, 2013
This paper reports the results of an online survey done by Global Game Jam (GGJ) participants in January 2012. This is an expansion of an earlier survey of a local game jam event and seeks to validate and extend previous studies. The objectives of this survey were collecting demographic information about the GGJ participants, understanding their…
Descriptors: Educational Games, Global Approach, Learning Processes, Online Surveys
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Preston, Jon A.; Chastine, Jeff; O'Donnell, Casey; Tseng, Tony; MacIntyre, Blair – International Journal of Game-Based Learning, 2012
Game jams are events that allow game designers to develop innovative games in a time-constrained environment, typically within a 48-hour period during a weekend. Jams provide participants an opportunity to improve their skills, collaborate with their peers, and advance research and creativity in the field of game design. Having coordinated…
Descriptors: Educational Games, Computer Games, Global Approach, Instructional Design