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Wu, Yishin Chu – ProQuest LLC, 2018
Bullying is one of the most common yet tolerated forms of violence. "BREAKAWAY" is an educational game purposefully designed to use entertainment-education and digital gaming to help youth around the world to learn about different types of bullying and coping strategies. This dissertation reports the design and results of a pilot study…
Descriptors: Bullying, Educational Games, Computer Games, Coping
Katemba, Caroline V.; Sinuhaji, Grace V. – International Journal of Game-Based Learning, 2021
The teaching of vocabulary is essential in the world of teaching English as a foreign language (EFL). EFL learners have problems in learning vocabulary. To attract the students' attention, the teachers should have adequate teaching methods. One of the teachers' efforts to engage the students is by applying ESA (engage, study, and activate) through…
Descriptors: Foreign Countries, Second Language Instruction, English (Second Language), Teaching Methods
Ke, Fengfeng – Educational Technology Research and Development, 2019
This mixed methods study is aimed to examine the feasibility of integrating mathematical problem solving with architectural design via a 3D epistemic simulation game to promote active mathematics learning for middle-school students. The experimental-control pretest/posttest group design was adopted to examine whether the experience of interacting…
Descriptors: Educational Games, Computer Games, Computer Simulation, Game Based Learning
Çiftçi, Serdar – Turkish Online Journal of Educational Technology - TOJET, 2018
The aim of this research is to investigate, through data analysis, the studies conducted on the use of educational digital games by children. As part of this study, a search of the Science Direct, Web of Science, and ERIC databases was performed to identify the studies on this topic published within the last decade (2007 and 2017). From this…
Descriptors: Educational Games, Computer Games, Databases, Programming Languages
Kayan, Adil; Aydin, Ibrahim Seçkin – World Journal of Education, 2020
Discussions on how grammar should be taught have continued for decades. Previous studies have reported that today's students called as Generation Z have shown negative attitudes toward grammar teaching with traditional methods and techniques, and that their academic achievements have failed to meet expectations. Not using methods and techniques…
Descriptors: Outcomes of Education, Computer Assisted Instruction, Educational Games, Computer Games
Rushby, Nick – Educational Technology, 2016
One of the key trends in learning technology in recent years has been the growing interest in simulations and serious games. Much of the research into simulations and serious games has tended to focus on aspects of fun and engagement rather than on what is happening in the process to cause transferable learning. Much of it has been based on small…
Descriptors: Computer Simulation, Educational Games, Educational Technology, Evaluation Methods
Terzidou, Theodouli; Tsiatsos, Thrasyvoulos; Miliou, Christina; Sourvinou, Athanasia – IEEE Transactions on Learning Technologies, 2016
This study proposes and applies a novel concept for an AI enhanced serious game collaborative environment as a supplementary learning tool in tertiary education. It is based on previous research that investigated pedagogical agents for a serious game in the OpenSim environment. The proposed AI features to support the serious game are the…
Descriptors: Educational Games, Computer Games, Artificial Intelligence, Student Attitudes
Chen, Cheng-Chia; Huang, ChingChih; Gribbins, Michele; Swan, Karen – Online Learning, 2018
"Gamified" active learning has been shown to increase students' academic performance and engagement and help them make more social connections than standard course settings. However, the costs to use an educational game design with efficient delivery of the game/course plan can be problematic. Our first objective was to evaluate the…
Descriptors: Management Systems, Computer Games, Educational Games, Costs
Yang, Kai-Hsiang; Chu, Hui-Chun; Chiang, Li-Yu – Educational Technology & Society, 2018
Game-based learning (GBL) has been proven to be an attractive learning model by many studies; however, scholars have pointed out that the effectiveness of game-based learning could be limited if proper learning strategies are not incorporated. Prompting is a strategy that plays the important role of providing hints and guidance in interactive…
Descriptors: Educational Games, Grade 2, Elementary School Students, Elementary School Mathematics
Wichadee, Saovapa; Pattanapichet, Fasawang – Teaching English with Technology, 2018
The study was conducted to find out what impact a digital game had on students' learning performance and motivation. A quasi-experimental study was performed with two groups of students. The experimental group was taught using the digital game "Kahoot" whereas the control group was taught with the conventional method. Pre-tests,…
Descriptors: English (Second Language), Computer Games, Educational Games, Student Motivation
Cardoso, Walcir; Rueb, Avery; Grimshaw, Jennica – Research-publishing.net, 2017
This study examines the effects of the pedagogical use of an interactive mobile digital game, Prêt à Négocier (PàN), on improving learners' pronunciation of French as a Second Language (FSL), using three holistic measures: comprehensibility, fluency, and overall pronunciation. Two groups of FSL learners engaged in different types of game-playing…
Descriptors: Educational Games, Computer Games, Teaching Methods, Telecommunications
Ak, Oguz; Kutlu, Birgul – British Journal of Educational Technology, 2017
The aim of this study was to investigate the effectiveness of traditional, 2D and 3D game-based environments assessed by student achievement scores and to reveal student perceptions of the value of these learning environments. A total of 60 university students from the Faculty of Education who were registered in three sections of a required…
Descriptors: Computer Simulation, Computer Games, Educational Games, Instructional Effectiveness
Moawad, Ruba Abdel Matloub – International Education Studies, 2017
Playing in general has a positive effect on child development; yet with the advancement of technology, the way children play has changed, and the effects of their play have changed as well. Some studies have shown an overall negative effect of electronic games, while others have reported the opposite. This study aims to investigate the effects of…
Descriptors: Computer Games, Educational Games, Handheld Devices, Young Children
Calvo-Ferrer, José Ramón – British Journal of Educational Technology, 2017
According to different authors, computer games not only teach contents and skills, but also do so in a more efficient manner, allowing long-lasting learning. However, there is still little consensus on this matter as different studies put their educational benefits into question, especially when used without instructional support. An empirical…
Descriptors: Educational Games, Vocabulary Development, Regression (Statistics), Computer Games
Milner, Rachel; Parrish, Jonathan; Wright, Adrienne; Gnarpe, Judy; Keenan, Louanne – Journal of College Science Teaching, 2015
In a large-enrollment, introductory biochemistry course for nonmajors, the authors provide students with formative feedback through practice questions in PDF format. Recently, they investigated possible benefits of providing the practice questions via an online game (Brainspan). Participants were randomly assigned to either the online game group…
Descriptors: Biochemistry, Nonmajors, Science Instruction, College Science