Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 4 |
Descriptor
Educational Games | 4 |
Game Based Learning | 4 |
Foreign Countries | 3 |
Computer Games | 2 |
Elementary School Students | 2 |
Instructional Design | 2 |
Student Motivation | 2 |
Animation | 1 |
Arousal Patterns | 1 |
Cartoons | 1 |
College Freshmen | 1 |
More ▼ |
Source
E-Learning and Digital Media | 4 |
Author
Bustamante-Barreto, Andry | 1 |
Corredor, Javier | 1 |
Göktas, Yüksel | 1 |
Hoe, Tan Wee | 1 |
Malahito, John Aries I. | 1 |
Mohamad Ali, Ahmad Zamzuri | 1 |
Quimbo, Maria Ana T. | 1 |
Sanchez-Mora, Johanna | 1 |
Segaran, Kogilathah | 1 |
Çoban, Murat | 1 |
Publication Type
Journal Articles | 4 |
Reports - Research | 4 |
Education Level
Elementary Education | 2 |
Higher Education | 2 |
Postsecondary Education | 2 |
Grade 4 | 1 |
Intermediate Grades | 1 |
Audience
Location
Colombia | 1 |
Philippines | 1 |
Turkey | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Çoban, Murat; Göktas, Yüksel – E-Learning and Digital Media, 2023
This research aims to investigate the impact of three different training methods (digital game, drill, and traditional education) on the motivation of the students to teach earthquake preparedness and earthquake prevention knowledge to primary school students. The explanatory design from the mixed-methods research was used in the study. The sample…
Descriptors: Training Methods, Seismology, Emergency Programs, Computer Games
Corredor, Javier; Sanchez-Mora, Johanna; Bustamante-Barreto, Andry – E-Learning and Digital Media, 2021
This article explores why certain types of conversations are effective to develop disciplinary knowledge during video game play while others are not. In particular, we analyze conversations among students playing an educational video game that focuses on the process of viral replication. To do so, we use an emergent qualitative coding strategy. In…
Descriptors: Video Games, Play, Educational Games, Microbiology
Segaran, Kogilathah; Mohamad Ali, Ahmad Zamzuri; Hoe, Tan Wee – E-Learning and Digital Media, 2021
Virtual learning companions, such as avatars, have shown significant potential in assisting learners--particularly in the Digital Game-Based Learning (DGBL) condition. Since there are many avatar design approaches which can be utilized in DGBL, questions arise on which type of these are most preferred by learners. Mainly, in ensuring that the…
Descriptors: Design, Educational Games, Computer Games, Computer Simulation
Malahito, John Aries I.; Quimbo, Maria Ana T. – E-Learning and Digital Media, 2020
In this era of digital media, teachers are competing against technological advancements in gaining students' engagement and attention. Incorporating game elements in the learning environment known as gamification is a new field of study that re-engages students in learning. This study was done primarily to create a gamified learning environment…
Descriptors: Educational Games, Game Based Learning, College Freshmen, Educational Technology