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Luo, Zhanni – Education and Information Technologies, 2022
Gamification refers to the use of game-design elements or mechanisms in non-game contexts to promote the expected behaviours. Though theoretically promising, empirical studies reported mixed results as to the effectiveness of gamification in educational practices. To understand this issue better, this author selected 44 articles on the topic of…
Descriptors: Game Based Learning, Program Effectiveness, Educational Games, Computer Games
Hannes Rall; Emma Harper – Pedagogies: An International Journal, 2024
Our paper seeks to investigate how mediation using emerging technologies can increase student engagement within the context of teaching English Literature in Singapore. Through a discussion of our ongoing project to create an adaptation of Shakespeare's "Pericles, Prince of Tyre" as an animated game in virtual reality, we focus upon the…
Descriptors: Teaching Methods, Game Based Learning, English Literature, Computer Games
The Characterization and Evolution of Strategies about Vector Equations in the Game "Vector Unknown"
Mauntel, Matthew; Levine, Benjamin; Plaxco, David; Zandieh, Michelle – Digital Experiences in Mathematics Education, 2021
We present results of a grounded analysis of individual interviews in which students play Vector Unknown -- a digital game designed to introduce visualizing vectors, scaling vectors, vector addition, and vector equations, attending to the geometric and algebraic representations of vectors. The game was designed to be used at the beginning of a…
Descriptors: Mathematics Education, Mathematics Activities, Educational Games, Computer Games
Ellison, Mark; Drew, Christopher – Journal of Research in Childhood Education, 2020
There is a persistent "gender gap" in boys' literacy in the United Kingdom. This article reports on one technology-based intervention that may aid teachers in supporting boys to develop creativity within their writing. Boys from a Year 3 class used Minecraft -- a sandbox computer game -- to create virtual worlds that might help them to…
Descriptors: Foreign Countries, Game Based Learning, Creativity, Males
Sütçü, Nese Dokumaci – Participatory Educational Research, 2021
In this study it was aimed to determine the effect of geometrical-mechanical intelligence games activities that are conducted with concrete materials and in computer environment on the spatial visualization and mental rotation skills of prospective teachers and to examine the opinions of prospective teachers about the activities. The research was…
Descriptors: Game Based Learning, Computer Games, Manipulative Materials, Geometric Concepts