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Çoban, Murat; Göktas, Yüksel – E-Learning and Digital Media, 2023
This research aims to investigate the impact of three different training methods (digital game, drill, and traditional education) on the motivation of the students to teach earthquake preparedness and earthquake prevention knowledge to primary school students. The explanatory design from the mixed-methods research was used in the study. The sample…
Descriptors: Training Methods, Seismology, Emergency Programs, Computer Games
Çakiroglu, Ünal; Güler, Mustafa – E-Learning and Digital Media, 2021
This study attempts to determine whether gamification can be used as a pedagogical technique to overcome the challenges in teaching statistics. A post-test quasi-experimental design was carried out in gamified and non-gamified groups in order to reveal the effect of gamification elements in cultivating students' statistical literacy skills.…
Descriptors: Numeracy, Statistics Education, Learning Activities, Game Based Learning
Corredor, Javier; Sanchez-Mora, Johanna; Bustamante-Barreto, Andry – E-Learning and Digital Media, 2021
This article explores why certain types of conversations are effective to develop disciplinary knowledge during video game play while others are not. In particular, we analyze conversations among students playing an educational video game that focuses on the process of viral replication. To do so, we use an emergent qualitative coding strategy. In…
Descriptors: Video Games, Play, Educational Games, Microbiology
Modding Europa Universalis IV: An Informal Gaming Practice Transposed into a Formal Learning Setting
Loban, Rhett – E-Learning and Digital Media, 2021
This article explores the use of modding as a formal tool for learning history. The article examines data from a formal analysis of Europa Universalis IV (EUIV), a survey of 331 EUIV forum participants and a case study of 18 university participants. Significant quantitative survey data indicated that 45% (149/331) of participants had modified…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, College Students
Malahito, John Aries I.; Quimbo, Maria Ana T. – E-Learning and Digital Media, 2020
In this era of digital media, teachers are competing against technological advancements in gaining students' engagement and attention. Incorporating game elements in the learning environment known as gamification is a new field of study that re-engages students in learning. This study was done primarily to create a gamified learning environment…
Descriptors: Educational Games, Game Based Learning, College Freshmen, Educational Technology