Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 7 |
Since 2006 (last 20 years) | 7 |
Descriptor
Computer Games | 7 |
Foreign Countries | 7 |
Game Based Learning | 7 |
Educational Games | 3 |
Handheld Devices | 2 |
Language Skills | 2 |
Technology Integration | 2 |
Anxiety | 1 |
Anxiety Disorders | 1 |
Behavior Modification | 1 |
Certification | 1 |
More ▼ |
Source
Education Sciences | 2 |
Computer Assisted Language… | 1 |
Electronic Journal of… | 1 |
International Association for… | 1 |
Journal of Education for… | 1 |
Research-publishing.net | 1 |
Author
Ali, Lubna | 1 |
Arnold, Uwe | 1 |
Berkling, Kay | 1 |
Blume, Carolyn | 1 |
Budke, Alexandra | 1 |
Czauderna, André | 1 |
Draeger, Iken | 1 |
Heumos, Tanja | 1 |
Kapp, Felix | 1 |
Kickmeier-Rust, Michael D. | 1 |
Knorr, Nancy | 1 |
More ▼ |
Publication Type
Reports - Research | 6 |
Journal Articles | 5 |
Speeches/Meeting Papers | 2 |
Reports - Descriptive | 1 |
Education Level
Elementary Education | 2 |
Higher Education | 2 |
Postsecondary Education | 2 |
Early Childhood Education | 1 |
Kindergarten | 1 |
Primary Education | 1 |
Secondary Education | 1 |
Audience
Location
Germany | 7 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Czauderna, André; Budke, Alexandra – Education Sciences, 2020
This paper examines how digital strategy and management games that have been initially designed for entertainment can facilitate the practice of dynamic decision-making. Based on a comparative qualitative analysis of 17 games--organized into categories derived from a conceptual model of decision-making design--this article illustrates two ways in…
Descriptors: Decision Making, Computer Games, Game Based Learning, Geography Instruction
Ali, Lubna; Phung, Quang; Roepke, Rene; Schroeder, Ulrik – International Association for Development of the Information Society, 2022
Making education available to everyone is about opening new doors to the future world where people are living with their full abilities and potentials. This vision was acknowledged by UNESCO and it was one of the main motives for introducing Open Educational Resources (OER) in 2002. Over the last two decades, OER have made a positive impact on…
Descriptors: Open Educational Resources, Game Based Learning, Computer Games, Technology Uses in Education
Heumos, Tanja; Kickmeier-Rust, Michael D. – Electronic Journal of e-Learning, 2020
Digital games have been successfully applied for the treatment mental health problems such as stress disorders, traumatic disorders, or hyperactivity syndromes. Specifically the treatment of anxiety traits and anxiety disorders such as phobias have been in the focus of game-based treatments in the past. A societal challenge that is increasing in…
Descriptors: Game Based Learning, Mass Media Effects, Anxiety, Computer Games
Knorr, Nancy; Berkling, Kay – Research-publishing.net, 2020
iRead is an EU Project involving literacy games in Spanish, German, Greek, and English for L1 and L2 acquisition. Content is selected dynamically from a large database using linguistic rules based on the player profile. The teacher can view pupils' progress based on automated game sequences or assign games manually. This project strives to…
Descriptors: Student Attitudes, Teacher Attitudes, Elementary School Teachers, Elementary School Students
Spangenberger, Pia; Matthes, Nadine; Kruse, Linda; Draeger, Iken; Narciss, Susanne; Kapp, Felix – Journal of Education for Sustainable Development, 2020
In this article, we describe a practical implementation of a serious game to facilitate knowledge acquisition about renewable energy technologies among youngsters, using the game Serena Supergreen and the Broken Blade. We present the quest design and an evaluation study on the research questions: (1) Did youngsters who played the game have more…
Descriptors: Educational Games, Computer Games, Game Based Learning, Instructional Effectiveness
Arnold, Uwe; Söbke, Heinrich; Reichelt, Maria – Education Sciences, 2019
Simulation games offer a safe space to experiment with system models and provide learning experiences about interdependencies and thus, are considered to foster the development of a deeper understanding of systems. This article describes the use of SimCity in the university course Infrastructure Management, which has been in continuous operation…
Descriptors: Educational Games, Computer Games, Computer Simulation, Engineering Education
Blume, Carolyn – Computer Assisted Language Learning, 2020
Despite the prevalence of digital gaming as a leisure activity and research attesting to the affordances of digital game-based language learning (DGBLL) for English as a foreign language (EFL), the use of DGBLL remains low, especially outside the United States. A survey was carried out in order to understand both the beliefs and behaviors of…
Descriptors: Preservice Teachers, English (Second Language), English Teachers, Student Behavior