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Showing 1 to 15 of 93 results Save | Export
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Yitong Chen; Zerong Xie; Dickson K. W. Chiu – Education and Information Technologies, 2024
This research studies the motivational factors used in educational video games through the lens of 6 C's learning motivation model with text mining of the players' reviews and comments. This research seeks to offer insight for game producers and educational institutions to investigate the effectiveness of these motivators for increasing player…
Descriptors: Educational Games, Video Games, Motivation Techniques, Technology Uses in Education
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Pavlos Toukiloglou; Stelios Xinogalos – Education and Information Technologies, 2024
Hour of Code is a widely recognized global event that aims to introduce programming to novice users and integrate computer science into education. This paper presents an analysis of the effectiveness of the support system and user interface of Minecraft Adventurer, a serious game designed for the Hour of Code global event. Although previous…
Descriptors: Novices, Programming, Coding, Computer Science Education
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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
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Nardie Fanchamps; Emily van Gool; Lou Slangen; Paul Hennissen – Education and Information Technologies, 2024
Learning basic concepts of programming resulting in a development on computational thinking (CT) can be reached by means of digital programming environments. As a counterpart, the application of unplugged programming activities seems also to have promising potential regarding the impact on CT. The main characteristic of unplugged programming is…
Descriptors: Computation, Thinking Skills, Programming, Computer Peripherals
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Kai Guo; Yuchun Zhong; Zamzami Zainuddin; Samuel Kai Wah Chu – Education and Information Technologies, 2024
Given the crucial role of writing in both academic and workplace settings, teachers should constantly seek effective ways to improve their students' writing skills. The use of games or their elements to support the teaching and learning of writing has gained much attention in language education studies. Despite the increasing number of empirical…
Descriptors: Game Based Learning, Educational Games, Writing Instruction, Teaching Methods
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Xiaohang Dong; Hui Liang; Xianghua Ding; Yawen Zhang – Education and Information Technologies, 2024
Serious game-based learning is a high-fashioned topic in educational technology which helps children learn and train their skills. Most existing literature focuses on the improvement of children's specific abilities or skills, such as reading comprehension, attention, memory, etc. However, for cognitively impaired children, it is necessary to…
Descriptors: Game Based Learning, Educational Games, Cognitive Development, Intellectual Disability
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Oliveira, Wilk; Hamari, Juho; Shi, Lei; Toda, Armando M.; Rodrigues, Luiz; Palomino, Paula T.; Isotani, Seiji – Education and Information Technologies, 2023
Gamification has been widely used to design better educational systems aiming to increase students' concentration, motivation, engagement, flow experience, and others positive experiences. With advances in research on gamification in education, over the past few years, many studies have highlighted the need to tailor the gamification design…
Descriptors: Gamification, Game Based Learning, Educational Games, Learner Engagement
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Kai-Hsin Tai; Jon-Chao Hong – Education and Information Technologies, 2025
Stellar observation, encompassing the study of star formation, stellar properties, and the governing physical laws, presents a readily accessible topic for many learners; however, many stargazing beginners may find it challenging. By applying the supplemental Gollin effect within animated display and the haptic effect of game-like play with a…
Descriptors: Computer Simulation, Astronomy, Self Efficacy, Interests
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Nadi-Ravandi, Somayyeh; Batooli, Zahra – Education and Information Technologies, 2022
This study seeks scientometric, content and co-occurrence analysis of systematic review and Meta-analysis articles in the field of gamification in education. In terms of "purpose," this is an applied study and regarding "type," it is a scientometric and co-occurrence analysis. The researchers conducted a search in WoS, Scopus…
Descriptors: Game Based Learning, Electronic Learning, Student Motivation, Learner Engagement
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Ayse Arikan Dönmez; Afra Çalik; Kübra Terzi; Sevgisun Kapucu – Education and Information Technologies, 2025
The present pilot study aimed to develop, implement, and evaluate an escape room game for oncologic emergencies. This quasi-experimental pilot study was developed and evaluated by teachers for an oncology nursing course. A total of 76 nursing students ?participated in the study. After completing the game, students were given access to the data…
Descriptors: Puzzles, Educational Games, Undergraduate Students, Nursing Students
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Venkateswara Rao Tadiboyina; B. B. V. L. Deepak; Dhananjay Singh Bisht – Education and Information Technologies, 2024
Alphabet training of primary school students is an essential, but challenging activity. Alphabet knowledge is an important fundamental literacy skill which has been found to directly impact the future academic success of students. Game-based learning and the use of multimodal engagement activities have been found to be effective intervention…
Descriptors: Elementary School Students, Alphabets, Spelling Instruction, Educational Games
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Mei-Shiu Chiu – Education and Information Technologies, 2024
This study aims to understand teachers' opinions toward a framework of affect-focused mathematics teaching and its use in real and virtual classrooms. The participants were 11 school teachers from diverse backgrounds (mostly teaching mathematics). Before the interview, the teachers viewed an introduction to the framework and the teaching materials…
Descriptors: Teacher Attitudes, Psychological Patterns, Mathematics Instruction, Mathematics Teachers
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Djelil, Fahima; Sanchez, Eric – Education and Information Technologies, 2023
Game based-learning have been widely promoted to overcome the difficulties encountered by beginners to learn programming. However, there are many issues to address for the implementation of game-based learning. Indeed, game-based learning is not limited to adding game elements such as rewards to a learning situation, but it rather consists of…
Descriptors: Game Based Learning, Educational Games, Design, Programming
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Shum, Lok Cheung; Rosunally, Yasmine; Scarle, Simon; Munir, Kamran – Education and Information Technologies, 2023
When the traditional "one size fits all" approach is used in designing educational games, the game context is usually arranged in a fixed sequence. However, the designated content may not effectively support the diversity of players. The player's ability and characteristics should be considered and supported with an appropriate learning…
Descriptors: Individualized Instruction, Educational Games, Student Centered Learning, Instructional Design
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Rosaline Tandiono – Education and Information Technologies, 2024
This study critically assesses Kahoot!'s effectiveness in enhancing student engagement in online learning environments, filling identified research gaps, such as theoretical gaps, online application challenges, and reliance on quantitative methods. Utilizing semi-structured interviews, it explores the impact of Kahoot! on student engagement,…
Descriptors: Gamification, Electronic Learning, Educational Games, Educational Technology
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