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Showing 1 to 15 of 169 results Save | Export
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Jiaopin Ren; Wei Xu; Ziqing Liu – International Journal of Game-Based Learning, 2024
The objective of this study is to examine and compare the impact of serious games and gamification on learning achievement and motivation. The results of the meta-analysis indicate that gamification has a more positive influence on learning achievement and motivation compared to serious games. The analysis reveals that gamification demonstrates a…
Descriptors: Educational Games, Gamification, Academic Achievement, Meta Analysis
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Andreea Molnar; Patty Kostkova – International Journal of Game-Based Learning, 2023
This research aims to provide further insight on how to design effective educational games by exploring whether the integration of educational content through game mechanics, text, or a combination of both text and game mechanics is more effective in teaching the learning outcomes in games. The results of the study show that all three methods led…
Descriptors: Educational Games, Instructional Design, Educational Objectives, Narration
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Christopher Keller; Elena Makarova; Anna K. Döring – International Journal of Game-Based Learning, 2023
Choosing a career is an important biographical event for adolescents. Toward the end of compulsory education, they must decide which career path they want to pursue. The serious game like2be was developed to support adolescents in this individual career choice process. In a quasi-experimental intervention study with 809 adolescents, like2be was…
Descriptors: Career Choice, Educational Games, Career Education, Adolescents
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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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Adame, Elissa Arterburn; Posteher, Karlee A.; Hansom, Alaina M.; Wilson, Scott N.; Cecena, Francisco J. E.; Thompson, William M.; Ralston, Ryan L.; Thomas, David M. – International Journal of Game-Based Learning, 2022
This study applies implicit person theory (IPT) to serious gaming. IPT scholars argue that individuals hold one of two views regarding perceptions of ability: growth mindset (abilities are malleable) or fixed mindset (abilities are unchanging). Extant literature demonstrates the many educational benefits afforded to learners who hold a growth…
Descriptors: Educational Games, Intervention, Ability, Attitude Change
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Matic, Ljerka Jukic; Karavakou, Myrto; Grizioti, Marianthi – International Journal of Game-Based Learning, 2023
The literature reports that while digital educational games are used in the elementary classroom, they are rarely, if ever, used in the upper secondary mathematics classroom. In order to investigate this situation, a survey was conducted to determine what upper secondary school mathematics teachers think about digital games and what obstacles and…
Descriptors: Game Based Learning, Electronic Learning, Educational Games, Learner Engagement
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HajiMoradkhani, Hadise; Mashayekh, Shahnaz; Khodabandelou, Rouhollah – International Journal of Game-Based Learning, 2023
This study aimed to develop and evaluate a digital instructional game application for learning the basic concepts of the accounting principles in an introductory accounting course. The game was designed using the Unity engine and Griss instructional design model. Based on the model, game characteristics were embedded in educational content. The…
Descriptors: Video Games, Game Based Learning, Introductory Courses, Accounting
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Nurah S. Alfares – International Journal of Game-Based Learning, 2025
Vocabulary is crucial for mastering English as a Foreign Language (EFL) skills. Digital Game-Based Learning (DGBL) platforms like Wordwall can enhance active learning by providing multiple-choice, missing, and matching words. The current study aimed to addresses the impact of the Wordwall platform on EFL learners in Saudi Arabia. This study…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Vocabulary Development
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Luarn, Pin; Jhan, Ya-Cing; Lin, Hong-Wen – International Journal of Game-Based Learning, 2022
The study has chosen perhaps the most well-known serious game in the field of supply chain management: The Beer Game, and uses the means-end chains theory in an attempt to explore the innovative attributes that learners may wish to experience while playing. The study will also construct the psychological hierarchical structure of "innovative…
Descriptors: Educational Games, Supply and Demand, Information Management, Time Management
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Gao, Yuchan; Gee, Elisabeth – International Journal of Game-Based Learning, 2023
The game-mediated second and foreign language (GML2) field investigates how games can be used in facilitating L2 teaching and learning. This review explores how researchers define and differentiate among GML2 practices. A total of 51 publications from 2010 to 2021 were analyzed, revealing that only 40% of the publications defined GML2 practices,…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
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Djaouti, Damien – International Journal of Game-Based Learning, 2020
This article deals with serious game design methods. More specifically, it focuses on the following question: is there any universal series of steps to design a serious game? Or is the availability of several different design methods unavoidable? To try to answer this question, we will study a corpus of ten design methods suited to Serious Games.…
Descriptors: Instructional Design, Educational Games, Methods, Models
Katie Bainbridge; Ginny L. Smith; Valerie J. Shute; Sidney D'Mello – International Journal of Game-Based Learning, 2022
Five types of affective supports were designed to induce an appropriate emotional regulation strategy in players of an educational video game. These supports were based on the emotional regulation strategies of situation selection,situation modification, attentional deployment, cognitive change, and response modulation. A series of qualitative…
Descriptors: Educational Games, Affective Behavior, Self Control, Emotional Response
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DeArmond, Marc C.; Shelton, Brett E.; Hsu, Yu-Chang – International Journal of Game-Based Learning, 2022
While some research suggests South Korea has fallen behind other developed nations with regard to publishing and using serious games in the classroom, Korean interest in video games remains extremely high. Due to a number of cultural, social, and technological factors, esports was primed to become a significant force in Korean culture and received…
Descriptors: Foreign Countries, Educational Games, Teaching Methods, Educational Technology
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Ravyse, Werner Siegfried; Blugnaut, A. Seugnet; Botha-Ravyse, Chrisna R. – International Journal of Game-Based Learning, 2020
This study aimed to identify and rank the serious game fidelity themes that should be considered for retaining both the learning potential and predicted market growth of serious games. The authors also investigated existing links between fidelity and AI. The methodology unraveled serious game fidelity through the co-development of a theory- and…
Descriptors: Fidelity, Artificial Intelligence, Educational Games, Computer Games
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Garcia, Manuel B.; Barrientos, Rodell C. – International Journal of Game-Based Learning, 2023
The impact of digital games on chemistry education has received less attention compared to other scientific fields. This research gap resulted in a limited understanding of how to effectively design mobile chemistry games (MCG) distinct from non-science mobile learning games (MLG). This study aims to explore students' attitudes toward MCG and…
Descriptors: Chemistry, Science Instruction, Educational Games, Telecommunications
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