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Zoltan Buzady; Agnes Wimmer; Anita Csesznak; Peter Szentesi – Interactive Learning Environments, 2024
The considerable proliferation of serious games (SG) in management education necessitates an academic foundation grounded in the concepts and practice of leadership, Flow, learning and development theory. Going beyond addressing the benefits of SG, this study is the first to demonstrate the successful use of SG in two areas: (a) teaching Flow…
Descriptors: Game Based Learning, Psychometrics, Leadership Qualities, Leadership Training
Sasinan Kanharin; Pinanta Chatwattana – Higher Education Studies, 2025
The inquiry-based learning platform mix game-based learning using metaverse, or IBL platform mixed with GBL using metaverse, was developed with an intention to enhance digital literacy and empathy skills, which are regarded as essential skills in the 21st century. The IBL platform mixed with GBL using metaverse was designed with the combination of…
Descriptors: Inquiry, Educational Technology, Game Based Learning, Computer Simulation
Cheng Zhang – Interactive Learning Environments, 2024
Under the current information technology development and social interaction digitalization, China shows an increasing interest in the possibilities of digital solutions improving the effectiveness of pedagogical processes when forming and developing sports competencies and skills in football players. The present article is devoted to the study of…
Descriptors: Foreign Countries, Student Motivation, Student Interests, Team Sports
Fajar Kurnianto; Anggi Datiatur Rahmat; Heru Kuswanto – Pegem Journal of Education and Instruction, 2024
Learning activities related to students' real-life experiences may create meaningful learning. Integrating traditional games into the physics classroom can reconstruct local knowledge into scientific knowledge. The use of technology can affect student learning achievement. One of the technologies currently attracting attention is Augmented reality…
Descriptors: Computer Simulation, Educational Technology, Critical Thinking, Graphs
I -Jui Lee; Hsiu-Ting Hsu – Interactive Learning Environments, 2024
Autism Spectrum Disorder (ASD) involves social skills deficits, hindering effective communication and meaningful relationships. Prior research indicates that Augmented Reality (AR) games appeal to children with ASD for learning social skills but lack a structured framework and clear instructions for grasping social concepts. Therefore, this…
Descriptors: Computer Simulation, Story Telling, Educational Strategies, Computation
Evgenia Anagnostopoulou – Adults Learning Mathematics, 2024
Taking advantage of our digital era commodities, a plethora of game-based learning activities and educational game genres have been introduced into numerous academic disciplines. However, research has shown that regarding mathematics the variety seems limited; especially for higher level topics, e.g. calculus, there is a lack of immersive games…
Descriptors: Educational Games, Video Games, Game Based Learning, Role Playing
Kostas Zervas; Ioannis Kostopoulos – International Journal on E-Learning, 2023
Business simulation games (BSG) have become a very popular pedagogical tool in university courses and programmes all around the world. Their immense popularity has been a subject of research and academic discourse, especially the past couple of decades when many experts have called for more student-centric and reality based pedagogical approaches.…
Descriptors: Computer Simulation, Game Based Learning, Educational Technology, Athletics
Fan Su; Di Zou – Knowledge Management & E-Learning, 2024
Educational games, prevalent in contemporary settings, leverage game-based learning (GBL) to actively engage and enhance learners' knowledge and skill acquisition through captivating in-game learning activities. To assess the effectiveness of GBL, game-based assessment (GBA) has emerged. GBA employs gameplay for learners to attain educational…
Descriptors: Game Based Learning, Student Evaluation, Educational Games, Instructional Effectiveness
Moon, Jewoong; Ke, Fengfeng – Journal of Educational Computing Research, 2020
Game-based learning (GBL) has increasingly been used to promote students' learning engagement. Although prior GBL studies have highlighted the significance of learning engagement as a mediator of students' meaningful learning, the existing accounts failed to capture specific evidence of how exactly students' in-game actions in GBL enhance learning…
Descriptors: Educational Games, Game Based Learning, Mathematics Education, Learner Engagement
Smith, Shamus; Maund, Kim; Hilaire, Trevor; Gajendran, Thayaparan; Lyneham, Joy; Geale, Sara – International Journal of Work-Integrated Learning, 2020
This article describes use of a virtual environment in a multi-disciplinary context to enhance discipline specific skills. A virtual environment built by reusing gaming technology was modified in a collaboration across Computing, Construction Management and Nursing & Midwifery disciplines. A two-staged pilot evaluation considered (i) a…
Descriptors: Skill Development, Interdisciplinary Approach, Simulated Environment, Work Environment
Sariçam, Ugur; Yildirim, Mehtap – International Journal of Technology in Education and Science, 2021
This research is determined to investigate the effects of STEM activities practiced by using digital games in 6th-grade science classes on students' level of interest in STEM fields and their scientific creativity. As a digital game, Minecraft Education Edition was applied. As a data collecting tool for this survey, the STEM Career Interest Survey…
Descriptors: Instructional Effectiveness, STEM Education, Game Based Learning, Video Games
Sierra, Javier – Innovations in Education and Teaching International, 2020
This article presents an innovative teaching and learning method based on three different simulations of multi-level governance settings. Public management at the local level is recreated using the SimCity computer game; the decision-making process at the national level is simulated through a national parliament simulation; and the intervention of…
Descriptors: Computer Simulation, Economics Education, Student Attitudes, College Students
Jeremy Stoddard; Jais Brohinsky; Derek Behnke; David Shaffer; Codu Marquart; M. Shane Tutweiler; Jason Chen – Grantee Submission, 2022
In this paper, we describe the design for PurpleState, an internship simulation that applies the epistemic game model for informed civic learning. PurpleState places students in the role of interns at a political media firm and asks them to design a media campaign on a state level policy issue. Unlike the use of these models in STEM education,…
Descriptors: Citizenship Education, Educational Games, Teaching Methods, Persuasive Discourse
Vasmatzoglou, Areti; Ní Chiaráin, Neasa – Research-publishing.net, 2020
Virtual simulation training has gained in usage in various educational fields and offers the potential to support and reinforce learning goals when practical experience is not possible. Teaching practice experience in an English as a Foreign Language (EFL) classroom is critical, yet frequently unobtainable for students in Teaching English to…
Descriptors: Electronic Learning, Game Based Learning, Educational Games, Computer Simulation
Dimitris Alimisis; Emmanouil Zoulias – Interactive Technology and Smart Education, 2013
Purpose: The aim of this research is the development of a problem-based curriculum for robotic surgical training and its evaluation. Design/methodology/approach: First, the aim and objectives of the curriculum are defined and the background learning theories that guide our work are introduced. The methodology for designing the simulator-based…
Descriptors: Robotics, Surgery, Training, Skill Development
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