Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 4 |
| Since 2007 (last 20 years) | 9 |
Descriptor
| Computer Games | 9 |
| Educational Technology | 9 |
| Teamwork | 9 |
| Educational Games | 5 |
| Foreign Countries | 5 |
| Technology Uses in Education | 5 |
| Computer Simulation | 4 |
| Learner Engagement | 4 |
| Teaching Methods | 4 |
| Adolescents | 3 |
| Case Studies | 3 |
| More ▼ | |
Source
Author
| Aysegül Liman Kaban | 1 |
| Bouris, Alida | 1 |
| Fabiyi, Camille | 1 |
| Gegenfurtner, Andreas | 1 |
| Gilliam, Melissa | 1 |
| Hatice Kübra Isik | 1 |
| Hill, Brandon | 1 |
| Hsia, Yen-Teh | 1 |
| Jagoda, Patrick | 1 |
| Jong, Bin-Shyan | 1 |
| Kaplancali, Ugur T. | 1 |
| More ▼ | |
Publication Type
| Reports - Research | 6 |
| Journal Articles | 5 |
| Collected Works - Proceedings | 2 |
| Dissertations/Theses -… | 1 |
| Speeches/Meeting Papers | 1 |
| Tests/Questionnaires | 1 |
Education Level
| Higher Education | 6 |
| Postsecondary Education | 6 |
| Elementary Education | 2 |
| Elementary Secondary Education | 2 |
| Adult Education | 1 |
| Early Childhood Education | 1 |
| Grade 3 | 1 |
| Primary Education | 1 |
Audience
Location
| Asia | 1 |
| Australia | 1 |
| Brazil | 1 |
| California | 1 |
| Connecticut | 1 |
| Denmark | 1 |
| Egypt | 1 |
| Estonia | 1 |
| Florida | 1 |
| Georgia | 1 |
| Germany | 1 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
| Multifactor Leadership… | 2 |
What Works Clearinghouse Rating
Hatice Kübra Isik; Aysegül Liman Kaban – Journal of Educational Technology and Online Learning, 2025
Educational digital escape games (EDEGs) are digital versions of escape rooms where players solve puzzles and complete challenges to achieve educational goals. This study investigates the effects of EDEGs on the academic achievement and motivation of elementary school students in mathematics. Using an explanatory sequential mixed-method design, 45…
Descriptors: Grade 3, Elementary School Students, Teaching Methods, Student Motivation
Paulic, Deniz Jacqueline – ProQuest LLC, 2017
A major challenge for senior leaders throughout the world is to inspire people to share knowledge (Akgun, Keskin, Ayar, & Okunakol, 2017; Razak et al., 2016). The study was a pilot trial of a specially designed knowledge sharing (KS) training intervention program that involved two versions of a digital game, with one version based on teamwork…
Descriptors: Information Dissemination, Computer Games, Teamwork, Self Efficacy
Wingo, Nancy Pope; Roche, Cathy; Willig, James – AERA Online Paper Repository, 2018
This qualitative study explored undergraduate nursing students' perceptions of team competition, motivation, and learner engagement in an online educational game developed at one university. Researchers explored qualitative data from focus groups, observations, and documents by coding for themes and sub-themes. They found that students were mainly…
Descriptors: Undergraduate Students, Nursing Students, Teamwork, Competition
Gilliam, Melissa; Jagoda, Patrick; Fabiyi, Camille; Lyman, Phoebe; Wilson, Claire; Hill, Brandon; Bouris, Alida – Journal of Science Education and Technology, 2017
This project developed and studied "The Source," an alternate reality game (ARG) designed to foster interest and knowledge related to science, technology, engineering, and math (STEM) among youth from populations underrepresented in STEM fields. ARGs are multiplayer games that engage participants across several media such as shared…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Informal Education
Siewiorek, Anna; Gegenfurtner, Andreas; Lainema, Timo; Saarinen, Eeli; Lehtinen, Erno – British Journal of Educational Technology, 2013
The objective of this study is to elucidate new information on the possibility of leadership training through business computer-simulation gaming in a virtual working context. In the study, a business-simulation gaming session was organised for graduate students ("n"?=?26). The participants played the simulation game in virtual teams…
Descriptors: Computer Simulation, Computer Games, Leadership Styles, Graduate Students
Jong, Bin-Shyan; Lai, Chien-Hung; Hsia, Yen-Teh; Lin, Tsong-Wuu; Lu, Cheng-Yu – IEEE Transactions on Education, 2013
Many researchers have studied the use of game-based learning. Game-based learning takes many forms, including virtual reality, role playing, and performing tasks. For students to learn specific course content, it is important that the selected game be suited to the course. Thus far, no studies have investigated the use of game-based cooperative…
Descriptors: Cooperative Learning, Learning Motivation, Computer Games, Educational Technology
Lisk, Timothy C.; Kaplancali, Ugur T.; Riggio, Ronald E. – Simulation & Gaming, 2012
With their increased popularity, games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of the alternative strategies that result from fast-paced decision making. Such dynamics also…
Descriptors: Global Approach, Transformational Leadership, Computer Games, Leadership Training
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2014
For the thirty-seventh year, the Research and Theory Division and the Division of Instructional Design of the Association for Educational Communications and Technology (AECT) sponsored the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Jacksonville, Florida. This year's Proceedings…
Descriptors: Research and Development, Web Sites, Educational Technology, Technology Uses in Education
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers

Peer reviewed
Direct link
