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Cavalcante-Pimentel, Fernando-Silvio; Morais-Marques, Margarida; Barbosa-de-Sales-Junior, Valdick – Comunicar: Media Education Research Journal, 2022
The relationship between digital games and the mobilization of cognitive and metacognitive learning strategies deserves attention and needs research that contributes to the understanding of how these strategies can favor the teaching and learning processes. This study describes how university students over 18 years of age mobilize cognitive and…
Descriptors: Learning Strategies, Computer Games, College Students, Metacognition
Sufiana Safiena; Yang Miang Goh – Education and Information Technologies, 2024
Traditional teaching methods like lectures can hinder the integration of theoretical knowledge and practical skills in higher education. To address this challenge, digital simulation games (DSGs) offer promising solutions through immersive and interactive learning experiences. Research shows that DSGs can motivate learners, enhance subject…
Descriptors: Authentic Learning, Undergraduate Study, Case Studies, Computer Games
Udeozor, Chioma; Chan, Philippe; Russo Abegão, Fernando; Glassey, Jarka – International Journal of Educational Technology in Higher Education, 2023
Immersive learning technologies such as virtual reality (VR), augmented reality (AR) and educational digital games offer many benefits to teaching and learning. With their potential to immerse learners in realistic environments and facilitate higher-order cognitive learning, these technologies could be used to complement current classroom…
Descriptors: Educational Technology, Computer Simulation, Computer Games, Evaluation Methods
Pedro Santos Bartolomé; Tom Van Gerven – European Journal of Engineering Education, 2025
The authors develop an educational simulation game for basic vapour-liquid equilibrium (VLE) to use in chemical engineering education, basing the design on educational guidelines from the active learning literature. The game is tested in three cohorts totalling 84 students, showing significant increase in a knowledge test of VLE, and positive…
Descriptors: Foreign Countries, Undergraduate Students, Chemical Engineering, Computer Simulation
Gawlik-Kobylinska, Malgorzata – Interactive Learning Environments, 2023
The Proteus effect of exergames has been widely regarded as a factor that influences human performance and learning. Within the context of security and defense exergames, identification with a digital alter-ego affects students' task performance as well as their emotional states. In the present study, we examined the influence of the perceived…
Descriptors: Computer Games, Computer Simulation, Physical Fitness, Masculinity
Hawes, Dan; Arya, Ali – IEEE Transactions on Learning Technologies, 2023
Recent research indicates that the majority of postsecondary students in North America "feel overwhelming anxiety," an issue that has also been observed in many other regions and is negatively impacting students' academic performance and overall well-being. This article reports the results of our interdisciplinary analysis of innovative…
Descriptors: Technology Uses in Education, Anxiety, Psychological Patterns, Cognitive Ability
Alexandra Rysul'ova – NORDSCI, 2023
Virtual worlds, like Second Life, are transformative innovations in education. These immersive 3D environments offer teachers and students unique opportunities beyond traditional classrooms. They foster active learning, allowing students to interact, manipulate objects, and engage with diverse content. This multimodal approach accommodates various…
Descriptors: Information Security, Computer Simulation, Barriers, Teaching Methods
Michael Fowler – Journal of Political Science Education, 2025
Wargames and crisis simulations can be useful pedagogical tools when deliberately used. This paper explores the spectrum of pedagogical objectives; what use are wargames for learning? What types of objectives can they explore? How do you align the learning objectives with the right type of game? The paper leverages Bloom's Taxonomy of learning as…
Descriptors: College Students, College Faculty, Educational Games, Computer Games
Zhang, Bo; Goodman, Lizbeth; Gu, Xiaoqing – SAGE Open, 2022
This study aims to help international students learn the language and cultural knowledge of their future study destination by collaborating with local students through coplaying games in online virtual rooms. Therefore, this study explores whether the 3D interactive game with specific contexts on a virtual platform can support intercultural…
Descriptors: Computer Games, Computer Simulation, Foreign Students, Second Language Learning
Free, Nicholas; Menendez, Hector M., III; Tedeschi, Luis O. – Education and Information Technologies, 2022
The lack of real-life experiences, such as handling livestock at a production facility (e.g., ranch), exists for a variety of reasons such as availability, liability, time, and cost, amongst others. As more students enter undergraduate animal science programs without prior exposure to animal handling, the necessity for more hands-on, real-life…
Descriptors: Educational Games, Animal Husbandry, Experiential Learning, Undergraduate Students
Huang, Yueh-Min; Silitonga, Lusia M.; Murti, Astrid T.; Wu, Ting-Ting – Journal of Educational Computing Research, 2023
Higher-order thinking skills (HOTS) are reliable predictors of success in school and the workplace. A typical technique for encouraging higher-order thinking is to use instructional design interventions that engage learners in simple cognitive activities. Business simulation game (BSG) is one of the types of interactive learning environments that…
Descriptors: Learner Engagement, Undergraduate Students, Business Administration Education, Educational Games
Rudolphi-Solero, Teodoro; Lorenzo-Alvarez, Rocio; Ruiz-Gomez, Miguel J.; Sendra-Portero, Francisco – Anatomical Sciences Education, 2022
Competitive game-based learning within Second Life enables effective teaching of basic radiological anatomy and radiological signs to medical students, with good acceptance and results when students participate voluntarily, but unknown in a compulsory context. The objectives of this study were to reproduce a competitive online game based on…
Descriptors: Medical Students, Medical Education, Game Based Learning, Educational Games
Basel Hammoda – Knowledge Management & E-Learning, 2024
Researchers and educators have been exploring innovative methods in entrepreneurship education to address traditional approach failure at engaging students and developing their skills. Educational technology has shown promising results in early studies. Yet, there is a scarcity of reviews on their effectiveness in developing entrepreneurial…
Descriptors: Educational Technology, Entrepreneurship, Outcomes of Education, Research Reports
Shaltayev, Dmitriy – Decision Sciences Journal of Innovative Education, 2021
In this article, we describe the use of linear programming in conjunction with an online simulation game in an undergraduate supply chain management class. Supply chain management is a required course for students enrolled in a Business Administration program with a concentration in management. It delivers a broad overview of the supply chain…
Descriptors: Undergraduate Students, Educational Games, Computer Simulation, Computer Games
Angelos Sofianidis; Christos Skraparlis; Nayia Stylianidou – Journal of Science Education and Technology, 2024
This paper presents and discusses the inclusive inquiry-based alternate reality game (IB-ARGI) approach, a pedagogical gamified approach supporting inclusive contemporary educational contexts. The IB-ARGI approach comprises Inquiry-based Learning, Alternate Reality Games, Universal Design for Learning and Augmented Reality technology in order to…
Descriptors: Inquiry, Access to Education, Computer Simulation, Computer Games