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Kevin Michael Jennings – ProQuest LLC, 2023
This study aimed to discover the lived experiences of Serious Game designers. More specifically, how they incorporate higher-order thinking skills, as defined by Revised Bloom's Taxonomy (2001), and assessing these skills. The main research questions are: "Which Serious Game design principles allow for the incorporation of higher-order…
Descriptors: Games, Design, Experience, Educational Games
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Myers, Christina; Piccolo, Lara; Collins, Trevor – Journal of Learning for Development, 2023
Digital games can be used as educational tools for tackling structural inequalities and promoting social justice. Designing games with these purposes is a complex task that requires a myriad of combined expertise, including games' mechanics, software development, educational game design, pedagogy and knowledge of the educational topic (which can…
Descriptors: Educational Games, Social Change, Instructional Design, Democratic Values
Bisz, Joe; Mondelli, Victoria L. – Teachers College Press, 2023
Every educator's imaginative instincts will be guided by this book's practical design method, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors' six accessible ALLURE steps: (1) Ask where to apply the play; (2) List the mental moves;…
Descriptors: Design, Active Learning, Educational Games, Game Based Learning
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Bulut, Derman; Samur, Yavuz; Cömert, Zeynep – Smart Learning Environments, 2022
In the 2020s, it is clear that children now spend most of their days in front of the screen. During screen time, playing games is one of the most important activities of children. However, technology is developing day by day and innovations are quickly becoming a natural part of life. Therefore, children now need to be creative people who produce…
Descriptors: Grade 5, Grade 6, Creative Thinking, Educational Technology
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Liu, Zhichun; Moon, Jewoong – Educational Technology & Society, 2023
In this study, we have proposed and implemented a sequential data analytics (SDA)-driven methodological framework to design adaptivity for digital game-based learning (DGBL). The goal of this framework is to facilitate children's personalized learning experiences for K-5 computing education. Although DGBL experiences can be beneficial, young…
Descriptors: Learning Analytics, Design, Game Based Learning, Computation
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Tal Yachin; Miri Barak – Research in Science Education, 2024
The growing trend of "escape games" in science education instigates debate over their pedagogical value, with researchers calling for more emphasis on theory-based design processes. Thus, the current study's goal was to identify situated learning components that can be associated with educational escape games and to generate a…
Descriptors: Science Education, Educational Games, Game Based Learning, Situated Learning
Declan Andrew McClintock – ProQuest LLC, 2024
Serious games research shows that games can increase engagement and improve learning outcomes over traditional instruction, but the impact of specific elements of serious games has yet to be fully explored across many contexts. Additionally, many existing intervention studies omit the details of the game design and development theory that informed…
Descriptors: Outcomes of Education, Game Based Learning, Intervention, Design
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Tori, Allan Amaral; Tori, Romero; Nunes, Fatima de Lourdes dos Santos – IEEE Transactions on Learning Technologies, 2022
Inclusion of game elements in health education has proved to be effective in helping student training. Commonly termed as "serious games" these gamified systems can be an alternative to empower and motivate students during the learning process. The literature contains serious games for professional training in many health-related areas,…
Descriptors: Health Education, Educational Games, Gamification, Program Evaluation
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Kayleen Wood – Accounting Education, 2024
This paper traces the researcher's development of, and reflection on, the experience of developing a gamified learning experience for the time value of money, as a pedagogical resource for student learning and engagement with threshold concepts. A constructivist methodology was adopted to support the social and collaborative activity of learning…
Descriptors: Gamification, Accounting, Business Administration Education, Fundamental Concepts
Herder, Tiffany – ProQuest LLC, 2023
Educational video games often engage students intuitively with visuals with quick, responsive actions to immerse students in authentic disciplinary practice. In contrast, typical formal learning environments engage students in conscious reflection with visual representations to understand underlying disciplinary concepts. Research has examined how…
Descriptors: Educational Games, Video Games, Play, Learning Processes
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Pérez Cortés, Luis E.; Gao, Yuchan; Kessner, Taylor M.; Bernier, Jeremy; Gee, Elisabeth R. – International Journal of Game-Based Learning, 2022
Designing games from the ground up is a popular activity for helping students think in designerly ways. Despite their benefits, such game design activities may place higher-than-anticipated demands on cognitive and institutional resources. In an effort to alleviate these demands, this study explored how playing and fixing partially completed games…
Descriptors: Educational Games, Design, Play, Problem Solving
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Matthieu Branthôme – ACM Transactions on Computing Education, 2024
This article reports on a design-based research study centered on the conception and the assessment of the "Pyrates" application. This online serious game aims at introducing Python programming to K-12 students while easing the transition from block-based to text-based languages. After we present the various aspects underlying the…
Descriptors: Educational Games, Programming, Elementary Secondary Education, Programming Languages
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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
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Cömert, Zeynep; Samur, Yavuz – Interactive Learning Environments, 2023
Almost in every aspect of life, classification and categorization make it easier for humans to analyze complex structures and systems. In games, the classification of the players based on their demographics, behaviors, expectations and preferences of the game is important to increase players' motivation and satisfaction. Likewise, knowing the…
Descriptors: Classification, Student Characteristics, Models, Student Motivation
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Jeremy St. John; Karen St. John – Journal of Information Systems Education, 2024
This study provides an overview of efforts to improve experiential learning outcomes by integrating the curriculum of an upper-level Project Management (PM) course with an Introductory Programming (IP) course using a game-making project. Students in the PM course applied PM methods and techniques while supervising teams of students in the IP…
Descriptors: Experiential Learning, Peer Teaching, Programming, Program Administration
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