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Li, Lan – Journal of the Scholarship of Teaching and Learning, 2020
Game-based learning has become increasingly popular in recent years and has drawn an increasing level of attention in education. While the preliminary findings of educational gaming impact are quite promising, the current dilemma is the disconnect between what is available on the market and what is needed in the classroom. There has been an…
Descriptors: Computer Simulation, Electronic Learning, Web Based Instruction, Game Based Learning
Rahmadi, Imam Fitri; Lavicza, Zsolt; Houghton, Tony – Contemporary Educational Technology, 2021
Educational games have great potential for learning, however the potential of user-generated microgames for supporting learning is still not completely understood. The present study reviews the design quality of user-generated microgames based on microgame design fundamentals and explores the potential of the games for facilitating learning from…
Descriptors: Educational Games, Game Based Learning, Design, Elementary School Teachers
Gordon, Chelsea L.; Shea, Timothy M.; Noelle, David C.; Balasubramaniam, Ramesh – Cognitive Science, 2019
Rich sensorimotor interaction facilitates language learning and is presumed to ground conceptual representations. Yet empirical support for early stages of embodied word learning is currently lacking. Finding evidence that sensorimotor interaction shapes learned linguistic representations would provide crucial support for embodied language…
Descriptors: Affordances, Vocabulary Development, Computer Simulation, Psychomotor Skills
Kang, Ya-Shu; Chang, Yao-Jen – Journal of Applied Research in Intellectual Disabilities, 2020
Background: Individuals with intellectual disabilities (ID) may have difficulties in performing daily living tasks. Among other daily living tasks, independent automated teller machine (ATM) skills are an essential life skill for people with intellectual disabilities. Materials and Methods: Three junior high school students in a special education…
Descriptors: Educational Games, Computer Simulation, Junior High School Students, Students with Disabilities
Smith, Hayden J.; Michelsen, Niall – Journal of Political Science Education, 2021
The Statecraft IR simulation has received a significant amount of attention in the pedagogical literature. Some instructors have asserted that Statecraft is biased toward the behavior and learning goals of realism, calling into question the utility of the simulation as a teaching tool. Using thirteen iterations of the simulation we empirically…
Descriptors: International Relations, Political Science, Teaching Methods, Teamwork
de Souza, Renata Torres Mattos P.; Kasseboehmer, Ana Cla´udia – Journal of Chemical Education, 2022
This paper reports the development of a digital escape room for high school students using Genially, a web-based media platform. The escape room was used to aid understanding of basic concepts in chemistry and mostly enhance students' classes participation during the COVID-19 pandemic. The activity entitled "The thalidomide mystery"…
Descriptors: Science Education, Secondary School Science, Educational Games, High School Students
Suijing Yang; Daniel Taylor-Griffiths; Fabienne van der Kleij; Pauline Taylor-Guy; Ralph Saubern – Australian Council for Educational Research, 2025
Many existing reviews of educational technologies focus on the affordances of specific types of technology rather than how different technologies can be designed and used to achieve specific teaching and learning objectives. Furthermore, there appears to be a widely held assumption that the use of educational technology will result in improved…
Descriptors: Teacher Empowerment, Educational Technology, Technology Uses in Education, Technology Integration
Vidal, Eric Cesar E., Jr.; Ty, Jayzon F.; Caluya, Nicko R.; Rodrigo, Ma. Mercedes T. – Interactive Learning Environments, 2019
We present Mobile Augmented-Reality Games for Instructional Support (MAGIS), a framework for the development of mobile augmented-reality (AR) games for education. The framework supports off-the-shelf, state-of-the-art technologies that enable AR tracking and rendering on consumer-level mobile devices, and integrates these technologies with…
Descriptors: Computer Simulation, Simulated Environment, Educational Games, Teaching Methods
Shackelford, Laura; David Huang, Wenhao; Craig, Alan; Merrill, Cameron; Chen, Danying – Educational Media International, 2019
Virtual reality (VR) and game-based learning strategies have rarely been investigated together with a keen focus on motivational processing. This lack of understanding on motivational support of VR game-based learning has hindered the design of such environments to effectively and efficiently support intended learning processes. The study revealed…
Descriptors: Computer Simulation, Learning Strategies, Educational Games, Learning Processes
Martin Bílek; Malgorzata Nodzynsk; Wioleta Kopek-Putala; Paulina Zimak-Piekarczyk – Problems of Education in the 21st Century, 2018
Writing and balancing equations of chemical reactions is one of the most difficult elements of chemistry education for students, which is why it was decided to analyse part of the process which is the most difficult. The process itself consists of multiple stages. it is important to highlight that the focus of research was not only on balancing…
Descriptors: Chemistry, Science Instruction, Educational Games, Computer Simulation
Uz-Bilgin, Cigdem; Thompson, Meredith; Anteneh, Melat – Journal of Science Education and Technology, 2020
This study examines how different roles and background knowledge transform players' dyadic conversations into spatial dialogues in a virtual cellular biology game. Cellverse is a collaborative virtual reality (VR) game designed to teach cell biology. Players work in pairs, assuming the role of either a Navigator, with reference material and a…
Descriptors: Cytology, Biology, Educational Technology, Technology Uses in Education
Morin, Jennifer; Tamberelli, Frank; Buhagiar, Tarek – Journal of Education for Business, 2020
Many educators utilize simulations to create active learning environments suitable for learning outcome achievement and soft skill development, which are critical for student success in the workforce. However, many educators focus primarily on affective benefits of simulations, such as engagement and motivation, rather than cognitive impacts, such…
Descriptors: Undergraduate Students, Business Administration Education, Educational Games, Computer Games
Yllana Prieto, Félix; Jeong, Jin Su; González-Gómez, David – Journal of Technology and Science Education, 2021
In recent times, there has been growing disinterest by students in STEM disciplines (science, technology, engineering, and mathematics). This trend is especially acute in those students who do not take STEM content during their secondary or high school education. This disinterest might be conditioned by negative emotions towards science developed…
Descriptors: STEM Education, Educational Games, Computer Simulation, Game Based Learning
Brom, Cyril; Stárková, Tereza; Bromová, Edita; Dechterenko, Filip – Journal of Educational Computing Research, 2019
Despite the increased interest in gamification approaches, there is a lack of comparative studies that shed light on the applicability of these approaches in educational contexts. In this explorative study, with an experimental design, university learners (N = 98) studied a complex process (i.e., how to brew beer) in a 2-hour-long computerized…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Computer Simulation
Sáez-López, José-Manuel; Sevillano-García, M. Luisa; Pascual-Sevillano, M. Ángeles – Comunicar: Media Education Research Journal, 2019
Augmented reality (AR) immersion enables virtual objects and real environments to coexist and encourage experimentation with phenomena that are not possible in the real world. Augmented reality is generating new opportunities for the development of ubiquity within educational environments. The objective of this study was to analyze the impact that…
Descriptors: Computer Simulation, Simulated Environment, Educational Technology, Elementary School Students

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