Publication Date
In 2025 | 2 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 11 |
Since 2016 (last 10 years) | 16 |
Since 2006 (last 20 years) | 16 |
Descriptor
Cooperative Learning | 16 |
Game Based Learning | 16 |
Instructional Design | 16 |
Computer Games | 6 |
Educational Games | 6 |
Teaching Methods | 6 |
Foreign Countries | 5 |
Instructional Effectiveness | 5 |
Learner Engagement | 5 |
Online Courses | 5 |
Computer Simulation | 4 |
More ▼ |
Source
Author
A, Gulinna | 1 |
Agbo, Friday Joseph | 1 |
Alfredo B. Fuentes Jr. | 1 |
Brinley Kantorski | 1 |
Cai, Dong-Jhe | 1 |
Carliner, Saul, Ed. | 1 |
Cheng, Gary | 1 |
Chu, Samuel Kai Wah | 1 |
Corrigan, Seth | 1 |
Crystal L. Del Rosso | 1 |
Feng, Shihui | 1 |
More ▼ |
Publication Type
Journal Articles | 14 |
Reports - Research | 11 |
Collected Works - Proceedings | 2 |
Reports - Descriptive | 2 |
Tests/Questionnaires | 2 |
Information Analyses | 1 |
Education Level
Audience
Location
Canada | 1 |
Ghana | 1 |
Hong Kong | 1 |
Japan | 1 |
Latvia | 1 |
Louisiana (New Orleans) | 1 |
Malaysia | 1 |
Nigeria | 1 |
Philippines | 1 |
Russia | 1 |
Sweden | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Motivated Strategies for… | 1 |
What Works Clearinghouse Rating
Brinley Kantorski; Kelly Bruzdewicz; Sarah Will; John A. Pollock – Discover Education, 2025
Games are a powerful tool for learning, offering unique benefits for student engagement, particularly when addressing complex or challenging topics. The general public's understanding of how vaccines are made is limited and the general public is unaware of the comprehensive research, development, and safety measures that are inherent in vaccine…
Descriptors: Educational Games, Cooperative Learning, Instructional Design, Research and Development
Keng-Chih Hsu; Gi-Zen Liu – Journal of Computer Assisted Learning, 2025
Background: Augmented reality (AR) emerges as a technology with considerable promise and substantial potential for pedagogical integration within language education contexts. However, there remains a scarcity of review studies exploring the best practices and principles for oral communication facilitation based on robust theoretical models or…
Descriptors: Computer Simulation, Computer Assisted Design, Verbal Communication, Language Acquisition
Alfredo B. Fuentes Jr. – Mathematics Teaching Research Journal, 2024
The lack of opportunities for students to practice and master their lessons may result in poor performance in advancing mathematics. This technical action research involved high school STEM students in developing TrigOno, a non-digital card game with popular shedding-type gameplay, to address a problem concerning poor student mastery of…
Descriptors: Educational Games, Mastery Learning, Trigonometry, Game Based Learning
Fu, Qing-Ke; Zou, Di; Xie, Haoran; Cheng, Gary; Hwang, Gwo-Jen – Education and Information Technologies, 2022
Digital games have become increasingly popular. However, many teachers may not have relevant knowledge and experience of designing and implementing digital game-based teaching in formal classrooms. This study proposed a collaborative design approach to facilitate pre-service teachers' abilities of designing for learning with a digital game. To…
Descriptors: Computer Games, Instructional Design, Constructivism (Learning), Teaching Methods
Agbo, Friday Joseph; Oyelere, Solomon Sunday; Suhonen, Jarkko; Laine, Teemu H. – Education and Information Technologies, 2021
Understanding the principles of computational thinking (CT), e.g., problem abstraction, decomposition, and recursion, is vital for computer science (CS) students. Unfortunately, these concepts can be difficult for novice students to understand. One way students can develop CT skills is to involve them in the design of an application to teach CT.…
Descriptors: Instructional Design, Game Based Learning, Computation, Thinking Skills
Owen Gottlieb; Ian Schreiber – International Journal of Designs for Learning, 2020
Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on…
Descriptors: Game Based Learning, Educational Games, History Instruction, Design
Scholz, Kyle W.; Komornicka, Jolanta N.; Moore, Andrew – Teaching & Learning Inquiry, 2021
This paper analyzes the development and implementation of a game-based learning course design framework. Drawing inspiration from task-based learning, the framework is structured around four core gamified elements: narrative assignment design; learner discovery; team-based collaboration and competition; and choice through quests. The intended goal…
Descriptors: Game Based Learning, History Instruction, College Instruction, Learner Engagement
College Students' Perceptions of Pleasure in Learning -- Designing Gameful Gamification in Education
A, Gulinna; Lee, Youngjin – International Journal on E-Learning, 2020
Gamification, the use of game design elements in non-gaming context, has been introduced to education as a novel teaching and learning approach to engage learners. Current literature has focused on finding ways to afford the playfulness and gamefulness of gamification. This paper has studied college students' perceptions of pleasure in learning to…
Descriptors: Game Based Learning, Teaching Styles, Instructional Effectiveness, Cooperative Learning
Feng, Shihui; Law, Nancy – International Journal of Artificial Intelligence in Education, 2021
In this study, we review 1830 research articles on artificial intelligence in education (AIED), with the aim of providing a holistic picture of the knowledge evolution in this interdisciplinary research field from 2010 to 2019. A novel three-step approach in the analysis of the keyword co-occurrence networks (KCN) is proposed to identify the…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Research, Intelligent Tutoring Systems
Rushton, Evan; Corrigan, Seth – Electronic Journal of e-Learning, 2021
21st Century Standards and the Deeper Learning movement emphasize the ability to think critically and solve complex problems, to work well in teams, and to communicate effectively. While traditional classroom activities can meet these objectives, digital games and simulations provide unique affordances. When designed to incorporate formative…
Descriptors: 21st Century Skills, Game Based Learning, Teaching Methods, Computer Games
Kalianne L. Neumann; Susan L. Stansberry; Crystal L. Del Rosso; Stacey S. Welch; Toni A. Ivey – International Journal of Designs for Learning, 2021
Moonshot is the redesign of NASA's High School Aerospace Scholars (HAS), which traditionally engaged Texas high school juniors in a 16-week online course for credit and an intense week-long onsite experience working in teams with experts at NASA's Johnson Space Center (JSC). Due to the novel coronavirus (COVID-19), our challenge was to design,…
Descriptors: High School Students, Aerospace Education, Instructional Design, Online Courses
Ng, Davy Tsz Kit; Chu, Samuel Kai Wah – Online Learning, 2021
In Hong Kong, after-school activities have long been used to foster friendships and to allow students to pursue their interests in an informal setting. This case study reports on a three-phase action research process in which information technology teachers delivered after-school activities focused on artificial intelligence during the COVID-19…
Descriptors: Student Motivation, Student Satisfaction, Secondary School Students, Artificial Intelligence
Huang, Biyun; Hew, Khe Foon – Educational Technology & Society, 2021
A design-based study was conducted in iterative cycles to test the effectiveness of the updated goal-access-feedback-challenge-collaboration (updated-GAFCC) gamification design model. The test-bed was a 10-week undergraduate introductory information management course. Students from three consecutive school years participated in the study, with the…
Descriptors: Computer Games, Feedback (Response), Comparative Analysis, Undergraduate Students
Hwang, Wu-Yuin; Manabe, Kinnosuke; Cai, Dong-Jhe; Ma, Zhao-Heng – Journal of Educational Computing Research, 2020
The aim of this study is to present three contributing factors to kinesthetic learning. This study employed advanced recognition technologies, pedagogical mechanisms, and interesting activity design. First, kinesthetic learning with a speaking accuracy measuring function to facilitate English as foreign language (EFL) learning is proposed. Namely,…
Descriptors: Kinesthetic Methods, Second Language Learning, Second Language Instruction, English (Second Language)
Carliner, Saul, Ed. – Association for the Advancement of Computing in Education, 2019
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "E-Learn 2019: World Conference on E-Learning" took place in New…
Descriptors: Conferences (Gatherings), Electronic Learning, Conference Papers, Learner Engagement
Previous Page | Next Page »
Pages: 1 | 2