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Menelaos N. Katsantonis – European Journal of Education, 2025
Cooperative board games promote engagement, teamwork, and strategic problem-solving, making them useful in educational contexts. This Systematic Literature Review employs the PRISMA methodology to identify cooperative board game mechanisms and design considerations along with their adaptation potential in serious contexts and the alignment with…
Descriptors: Educational Games, Cooperative Learning, Constructivism (Learning), Experiential Learning
Brooke C. Hilton; Mark A. Sabbagh – Child Development, 2025
This study investigated 3- to 5-year-olds' (N = 64, 37 girls, 62.5% White, data collected between 2021-2022) ability to use probabilistic information gleaned through active search to appropriately change or maintain expectations. In an online fishing game, children first learned that one of two ponds was good for catching fish. During a subsequent…
Descriptors: Preschool Children, Probability, Evidence, Educational Games
Rhys Pritchard; Francis Dockerty – Curriculum Studies in Health and Physical Education, 2025
Since Bunker and Thorpe (1982. A model for the teaching of games in secondary schools. "Bulletin of Physical Education," 18(1), 5-8.) introduced Teaching Games for Understanding (TGfU), there has been a growing recognition of advocating approaches to pedagogy that addresses participant learning with games-based approaches (GBA)…
Descriptors: Elementary Education, Physical Education, Game Based Learning, Educational Theories
Silvia Sipone; Victor Abella; Marta Rojo; José Luis Moura – Journal of New Approaches in Educational Research, 2025
Gamification is a widely utilised educational tool designed to promote specific behaviours. An effective gamification design must consider users' experiences and perceptions to enhance engagement and participation. This research is part of a broader study that develops gamified activities to teach primary school pupils about sustainable mobility.…
Descriptors: Gamification, Elementary School Students, Educational Games, Grade 5
Thalles Henrique Faria de Souza; Eduardo Figueiredo Peloso; Gabriel Gerber Hornink – Biochemistry and Molecular Biology Education, 2025
Understanding ATP formation is essential for learning metabolism and is central to grasping metabolic processes as a whole. However, due to the high level of abstraction, the number of intermediate substrates, the connections, and integrated regulation, its comprehension often poses a challenge. This and the fact that traditional teaching methods…
Descriptors: Educational Games, Game Based Learning, Biochemistry, Science Instruction
Muhammed Kürsat Demirgil; Mustafa Korucu; Ebru Ezberci Çevik – International Journal of Technology in Education and Science, 2025
The aim of the present study is to examine the perceptions of the 7th grade students at the level of lower secondary education regarding the concepts of traditional games and digital games through metaphors. The qualitative research method was adopted in this research study. This study also adopts the phenomenological design to explore the common…
Descriptors: Middle School Students, Grade 7, Student Attitudes, Figurative Language
Mortaza Zare; Joseph Stauffer; Mina Alinejadfarshi – Management Teaching Review, 2025
This article discusses the benefits of using "Mafia"--a fun, interactive, low-cost, and easy-to-learn role-playing game--to explore organizational behavior (OB) topics. We explain how "Mafia" can be used in the classroom to discuss OB topics, including dynamics of teamwork, disagreement and conflict, decision-making, trust,…
Descriptors: Experiential Learning, Educational Games, Role Playing, Administrator Education
Klára Kelecsényi; Éva Osztényiné Krauczi; Attila Végh – International Journal of Mathematical Education in Science and Technology, 2025
The study examines the levels of understanding logarithmic expressions within the frames of a mathematical card game. The game is based on the popular card game Saboteur. In this paper, we analyse the progress of a group of six undergraduate students participating in a remedial course using games for recalling some fundamental mathematical…
Descriptors: Educational Games, Numbers, Mathematics Instruction, Undergraduate Students
Junjie Gavin Wu; Danyang Zhang; Sangmin-Michelle Lee; Junhua Xian – International Journal of Computer-Assisted Language Learning and Teaching, 2025
Digital games have become an important educational tool for learning and teaching. The development of such games has advanced from 2D, desktop-based technologies to 3D, augmented reality (AR) / virtual reality (VR)-based technologies. Yet digital game-based language learning (DGBLL) with AR/VR has only recently started to be investigated, owing to…
Descriptors: Video Games, Computer Simulation, Second Language Learning, Game Based Learning
Yasumasa Yamaguchi; Yuta Mitsuhashi – Journal of Interactive Learning Research, 2025
This study examines the impact of a Local Revitalization RPG in Ishinomaki City, Japan, as a tool for enhancing regional attachment, cultural awareness, and educational engagement among university students. Following the devastating Great East Japan Earthquake of 2011, Ishinomaki has sought innovative strategies to foster recovery and preserve…
Descriptors: Gamification, Educational Games, Foreign Countries, Community Development
Aytaj Ismayilzada; Ayaz Karimov; Mirka Saarela – Journal of Interactive Learning Research, 2025
This systematic literature review explores learning analytics (LA) in serious games within virtual reality (VR) environments, focusing on studies from the International Conference on Learning Analytics and Knowledge (LAK) and the Journal of Learning Analytics (JLA). Conducted in two stages, the review identifies key domains where serious games in…
Descriptors: Educational Games, Computer Simulation, Technology Uses in Education, Instructional Effectiveness
Jan Gunis; L'ubomir Snajder; L'ubomir Antoni; Peter Elias; Ondrej Kridlo; Stanislav Krajci – IEEE Transactions on Education, 2025
Contribution: We present a framework for teachers to investigate the relationships between attributes of students' solutions in the process of problem solving or computational thinking. We provide visualization and evaluation techniques to find hidden patterns in the students' solutions which allow teachers to predict the specific behavior of…
Descriptors: Artificial Intelligence, Educational Games, Game Based Learning, Problem Solving
Camila Aparecida Errerias Fernandes Cardinali; Yandara Akamine Martins; Rodrigo Pereira Prates; Emmanuel Veríssimo de Araújo; Felipe Jose Costa Viana; Maria Eleticia de Sousa; Eduardo da Cunha Bombardi; Marcus Vinicius Chrysostomo Baldo; Maria Tereza Nunes – Advances in Physiology Education, 2025
Games and analogies can significantly enrich the learning experience when integrated with traditional expository teaching methods. With this aim, we developed "The Mystery of the Cell Kingdom," an online game designed to enhance understanding of the physiology of thyroid hormones through a medieval analogy. In the game, students are…
Descriptors: Game Based Learning, Physiology, Metabolism, Educational Games
Fan Zhang; Xiangyu Wang; Xinhong Zhang – Education and Information Technologies, 2025
Intersection of education and deep learning method of artificial intelligence (AI) is gradually becoming a hot research field. Education will be profoundly transformed by AI. The purpose of this review is to help education practitioners understand the research frontiers and directions of AI applications in education. This paper reviews the…
Descriptors: Learning Processes, Artificial Intelligence, Technology Uses in Education, Educational Research
Steven R. Jones; Christian G. Barnett; Elizabeth G. Bailey – International Journal of Mathematical Education in Science and Technology, 2025
In this study, we focus on a specific visual representation that is used across several mathematics and science content areas: the 'partitioned square' (PS). Previous research has examined PSs in single content areas in isolation, such as for mathematics polynomials or biology random mating, where the PS was generally in the service of other…
Descriptors: College Students, Visual Aids, Mathematics Education, Science Education