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Showing 1 to 15 of 28 results Save | Export
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Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
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Wang, Dang; Liu, Hongyun; Hau, Kit-Tai – Education and Information Technologies, 2022
Critical thinking is one of the important higher-order skills very much treasured in education, but hard to be measured using paper-pencil tests. In line with recent recommendation to measure high-order thinking skills with interactive tasks (vs. static one set of questions), in this study we developed an interactive and automated game-based…
Descriptors: Game Based Learning, Evaluation Methods, Critical Thinking, Simulation
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Chawin Chukusol; Prachyanun Nilsook; Panita Wannapiroon – International Education Studies, 2024
This study focuses on the development and evaluation of a challenge-based hybrid learning approach utilizing a virtual board games platform to enhance international standard student competency. Our research applies educational management theories to challenge-based learning, providing learners with diverse opportunities for engagement,…
Descriptors: Blended Learning, Game Based Learning, Problem Solving, Learner Engagement
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Roland Gesthuizen; Hazel Tan; Gillian Kidman – International Research in Geographical and Environmental Education, 2025
This study explores the use of virtual worlds, specifically Minecraft, on sustainability education and cognitive skills. Using the Teaching to Inspire model as a lens, we examine how students design sustainable virtual buildings and cityscapes aligned with the UN Sustainable Development Goals and the social-ecological systems (SES) framework. Our…
Descriptors: Environmental Education, Sustainability, Video Games, Cognitive Processes
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Josef Buchner – Technology, Knowledge and Learning, 2025
The spread of fake news poses a global challenge to society, as this deliberately false information reduce trust in democracy, manipulate opinions, and negatively affect people's health. Educational research and practice must address this issue by developing and evaluating solutions to counter fake news. A promising approach in this regard is the…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
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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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Priya Darshini Gunalan; Zainun Mustafa – Journal of Science and Mathematics Education in Southeast Asia, 2023
This study aims to develop and test the BioXpedia Board Game (BXBG) prototype for teaching Cell Division in Biology. This research was based on the ADDIE model, a sample of 80 was chosen randomly among the Biology pre-service teachers from a local university. Based on the responses of the preliminary studies and literature reviews, a prototype was…
Descriptors: Foreign Countries, Preservice Teacher Education, Preservice Teachers, Biology
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Mao, Weijie; Cui, Yunhuo; Chiu, Ming M.; Lei, Hao – Journal of Educational Computing Research, 2022
As past studies showed mixed results, this meta-analysis determined game-based learning's overall effect on students' critical thinking and tested for moderators, using 21 effect sizes from 20 empirical studies of 1,947 participants. The results showed that game-based learning had a significant positive overall effect on students' critical…
Descriptors: Game Based Learning, Critical Thinking, Effect Size, Role Playing
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Iqbal A. Rizki; Nadi Suprapto; Hanandita V. Saphira; Yusril Alfarizy; Riski Ramadani; Aulia Dwi Saputri; Dewi Suryani – Journal of Pedagogical Research, 2024
Low levels of critical thinking skills and learning motivation, particularly in physics learning, pose significant challenges that must be promptly addressed to ensure students' future success. To tackle this issue, the present study endeavors to develop a Cooperative Model, Digital Game, and Augmented Reality (CAP)-based learning, which is both…
Descriptors: Foreign Countries, High School Students, Physics, Game Based Learning
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Hwang, Gwo-Jen; Chang, Ching-Yi – Interactive Learning Environments, 2023
Training nursing students to make correct decisions when facing various nursing cases is an important and challenging objective. In the Objective Structured Clinical Examination (OSCE) program for nursing students, the educational aim is not only nursing skills, but also critical thinking for making correct decisions and treatments. In this study,…
Descriptors: Foreign Countries, Nursing Students, Nursing Education, Game Based Learning
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Norphealey Eang; Sirirat Petsangsri; John Morris – LEARN Journal: Language Education and Acquisition Research Network, 2025
English writing and critical thinking are not only fundamental to academic success but also play a crucial role for the holistic development of primary students. This study investigated the effects of a cloud-based gamified instruction integrating peer assessment on primary student English writing and critical thinking. A pre- and post-test with a…
Descriptors: Game Based Learning, Computer Software, Grade 6, Critical Thinking
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Ye, Chao; Gao, Yang; Yu, Jie; He, Yixu – Journal of Geography in Higher Education, 2021
Using games to teach is an interesting and worthwhile practice; however, the couplet game has not been described before. In this study, first-year students played a couplet game with their teacher at the end of the course. Each student was asked to summarize and write individual opinions on human geography in one keyword; then, the teacher wrote…
Descriptors: Geography Instruction, Human Geography, Instructional Effectiveness, Game Based Learning
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Morgan, Lewis; Turner, Ian – Primary Science, 2021
"Dungeons and Dragons" is classified as a table-top role-playing game (TTRPG) and it is not surprising that TTRPGs exist for every genre and period that can possibly be imagined. TTRPGs are, as the name suggests, played around a table and benefit from not relying on some of the potential barriers players may perceive when playing…
Descriptors: Role Playing, Games, Academic Achievement, Elementary School Students
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Nkadimeng, Mahlatse; Ankiewicz, Piet – Journal of Science Education and Technology, 2022
Video games are a medium most students are familiar with; thus, they can be used as educational tools to meet the needs of twenty-first-century students. Given the popularity of video games with teenagers, they can be incorporated as educational tools in the science classroom. However, the affordances of using Minecraft Education (Minecraft…
Descriptors: Video Games, Game Based Learning, Junior High School Students, Science Instruction
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Annalisa Raffone – Language Teaching Research, 2025
In today's society, marked by the spread of Covid-19 that forced the shift from a traditional face-to-face to a fully online setting, digital tools are becoming more and more essential to engage 21st Century students in their classroom activities. In the context of ELT (English Language Teaching), Digital Game-Based Language Learning (DGBLL) has…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, Second Language Instruction
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