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Showing 1 to 15 of 23 results Save | Export
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Sasinan Kanharin; Pinanta Chatwattana – Higher Education Studies, 2025
The inquiry-based learning platform mix game-based learning using metaverse, or IBL platform mixed with GBL using metaverse, was developed with an intention to enhance digital literacy and empathy skills, which are regarded as essential skills in the 21st century. The IBL platform mixed with GBL using metaverse was designed with the combination of…
Descriptors: Inquiry, Educational Technology, Game Based Learning, Computer Simulation
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Christos Papakostas – Teaching Theology & Religion, 2024
This paper discusses the potential of DGBL to facilitate transformation in the context of religious education, arguing for the fact that it is immersive, interactive, and experiential. The paper outlines how this could substantially provide a more engaging learning environment for students, develop critical thinking, and ensure effective learning…
Descriptors: Educational Technology, Game Based Learning, Religious Education, Learner Engagement
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Fajar Kurnianto; Anggi Datiatur Rahmat; Heru Kuswanto – Pegem Journal of Education and Instruction, 2024
Learning activities related to students' real-life experiences may create meaningful learning. Integrating traditional games into the physics classroom can reconstruct local knowledge into scientific knowledge. The use of technology can affect student learning achievement. One of the technologies currently attracting attention is Augmented reality…
Descriptors: Computer Simulation, Educational Technology, Critical Thinking, Graphs
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Jennifer Newell-Caito; Edward Bernard – Journal of Chemical Education, 2024
Pedagogical research over the past decade has shown that chemistry courses have high failure rates and low accessibility. The implementation of novel active-learning approaches has great potential to offset these trends. Fundamental concepts that serve as "pinch points" are ripe targets for designing innovative, gamified course materials…
Descriptors: Game Based Learning, Educational Technology, Chemistry, Science Education
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Osman, Kamisah; Lay, Ah Nam – Interactive Learning Environments, 2022
Given that science and technology innovations are increasingly becoming important in the global economy market in the twenty-first century, many countries around the world put greater emphasis on producing students who have mastered knowledge of chemistry and who possess twenty-first century skills. However, chemistry is perceived as a difficult…
Descriptors: Educational Technology, 21st Century Skills, Skill Development, Knowledge Level
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Kostas Zervas; Ioannis Kostopoulos – International Journal on E-Learning, 2023
Business simulation games (BSG) have become a very popular pedagogical tool in university courses and programmes all around the world. Their immense popularity has been a subject of research and academic discourse, especially the past couple of decades when many experts have called for more student-centric and reality based pedagogical approaches.…
Descriptors: Computer Simulation, Game Based Learning, Educational Technology, Athletics
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Verma, Vipin; Craig, Scotty D.; Levy, Roy; Bansal, Ajay; Amresh, Ashish – Journal of Educational Computing Research, 2022
Detection and responding to a player's affect are important for serious games. A method for this purpose was tested within Chem-o-crypt, a game that teaches chemical equation balancing. The game automatically detects boredom, flow, and frustration using the Affdex SDK from Affectiva. The sensed affective state is then used to adapt the game play…
Descriptors: Psychological Patterns, Game Based Learning, Media Adaptation, Learner Engagement
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Can, Derya – Journal of Theoretical Educational Science, 2020
The aim of this study is to examine the games in ABCya (https://www.abcya.com/) based on the learning trajectories for the development of number concept. To achieve this aim in the study it was examined which ABC educational game application support the learning trajectory and the development level related to number concept of games. This research…
Descriptors: Concept Formation, Number Concepts, Computer Games, Educational Games
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Hussein, Mahmood H.; Ow, Siew Hock; Elaish, Monther M.; Jensen, Erik O. – Education and Information Technologies, 2022
The application of mathematical skills is essential to our daily routine and is foundational for numerous disciplines. Among various computer-supported learning methods, Digital Game-Based Learning (DGBL) has been perceived as a promising method in teaching mathematics, promoting students' interest, and motivation. Therefore, the aim of this…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Mathematics Instruction
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Eleni Korosidou; Eleni Griva – International Electronic Journal of Elementary Education, 2024
This paper presents a study conducted in a Greek Elementary school and explores the impact of Digital Storytelling (DST) on developing children's second language (L2) writing skills and their intercultural awareness. The development of digital technologies has enabled the use of different multimedia tools to reconfigure traditional storytelling.…
Descriptors: Second Language Learning, Writing Skills, Cultural Awareness, Story Telling
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Wannapiroon, Naphong; Pimdee, Paitoon – Education and Information Technologies, 2022
Qualitative and quantitative research methods were undertaken to examine and develop a digitally based virtual classroom learning environment (VCLE) for Thai undergraduate students' creative thinking and innovation enhancement in science, technology, engineering, arts, and math (STEM/STEAM) disciplines. The research methodology was divided into…
Descriptors: Undergraduate Students, Art Education, STEM Education, Foreign Countries
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Sanmugam, Mageswaran; Selvarajoo, Anurita; David, Jeya Amantha – IAFOR Journal of Education, 2021
Diversified learning is the path to supplement students' needs in the contemporary generation. These students' lives have revolved around technology since birth; as such, the role of technology cannot be ignored. Furthermore, this was prevalent during the lockdown imposed by the global pandemic which compelled the incorporation of educational…
Descriptors: Foreign Countries, Game Based Learning, Student Characteristics, Technology Uses in Education
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Linlin Li; Mingyu Feng; Hee Jin Bang – Society for Research on Educational Effectiveness, 2023
Background/Context: Mathematics education, especially at early grade levels, continues to be an important focus for national education improvement efforts, and more districts are introducing technology as part of their solution. Along with increasing consistent delivery of personalized and individualized learning to students, technology- and…
Descriptors: Mathematics Skills, Skill Development, Game Based Learning, Elementary School Students
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Patiño, John Fredy; Calixto, Andrés Leonardo; Chiappe, Andrés; Almenarez, Fanny Teresa – International Electronic Journal of Elementary Education, 2020
The development of writing skills is recognized as a mandatory process for initial education and the foundation of all essential learning. Writing skills are crucial to children's socialization and interaction with their environment as they grow. The development of writing skills has been linked to a complex set of key factors, but is not yet…
Descriptors: Motor Development, Technology Integration, Writing Skills, Skill Development
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Escudeiro, Paula; Teixeira, Dirceu; Galasso, Bruno; Neto, Nuno; Costa, Flávio – International Association for Development of the Information Society, 2019
Serious games have a great potential to help people developing new skills or improving previously existing ones. Deaf and blind community face considerable challenges and difficulties regarding to the acquisition of skills in literacy. The design of serious games to meet the needs of the target groups where the deaf and blind people are struggling…
Descriptors: Skill Development, Game Based Learning, Deafness, Blindness
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