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Hsing-Ying Tu; Silvia Wen-Yu Lee – Journal of Educational Computing Research, 2025
Learning in a virtual environment has been found to foster students' affective responses, indicating the importance of exploring the factors which affect students' learning when engaged in a virtual game. This study aimed to explore the relationships among students' epistemic curiosity, situational interest, and learning engagement in an…
Descriptors: Personality Traits, Student Interests, Learner Engagement, Computer Simulation
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Irwanto Irwanto; Ucu Cahyana; Ni Putu Sri Ayuni; Rudi Suhartono Wijayako – Journal of Education and e-Learning Research, 2024
Students' attitudes towards Digital Game-Based Learning (DGBL) in developing countries such as Indonesia are rarely investigated despite the fact that digital games are being used in secondary education increasingly. This research aims to explore students' attitudes towards DGBL in chemistry. We used a quantitative study method using a…
Descriptors: Foreign Countries, High School Students, Student Attitudes, Video Games
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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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Farihah, Mohd Jamel; Mohd Norawi, Ali; Nur Jahan, Ahmad – Journal of Turkish Science Education, 2021
The study was conducted to identify the needs and specifications of a STEM Module based on a game approach in teaching science for lower secondary school students. In this study, the needs analysis was carried out on purposively selected science teachers from different schools in the northern district of Kedah, Malaysia. The data was collected…
Descriptors: Science Instruction, STEM Education, Game Based Learning, Secondary School Science
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Ristanto, Rizhal Hendi; Kristiani, Endah; Lisanti, Elsa – Journal of Turkish Science Education, 2022
The learning process with modern technology is an absolute requirement in the digital age. As a science subject with unique characteristics, biology also requires a unique and technology-based learning process. Flipped Classroom--Digital Game-Based Learning (FC-DGBL) is a learning model that combines flipped classrooms and evaluations using…
Descriptors: Science Instruction, Educational Technology, Technology Uses in Education, Flipped Classroom
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Bag, Hasan; Çalik, Muammer – Physics Education, 2021
The aim of this study is to design an argumentation-based educational digital game to teach the subject of force. Through a design-based research method, each game section includes the argumentation questions that foster students to think about the 'force' subject. We pilot studied the game with 12 grade 4 students in a state primary school. After…
Descriptors: Science Instruction, Teaching Methods, Persuasive Discourse, Educational Games
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Sperano, Isabelle; Shaw, Ross; Andruchow, Robert; Cobzas, Dana; Efird, Cory; Brookwell, Brian; Deng, William – Scholarship and Practice of Undergraduate Research, 2020
In a three-year, practice-based, creative research project, the team designed a video game for undergraduate biology students that aimed to find the right balance between educational content and entertainment. The project involved 7 faculty members and 14 undergraduate students from biological science, design, computer science, and music. This…
Descriptors: Video Games, Biology, Undergraduate Students, Science Instruction
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de Aldama, Carlos; Pozo, Juan-Ignacio – Journal of Educational Computing Research, 2020
For some years now, the scientific community has been studying how videogames foster acquisition of mental representations of the world around us. Research to date suggests that the efficiency of videogames as learning tools largely depends on the instructional design in which they are included. This article provides empirical evidence related to…
Descriptors: Physics, Science Instruction, Video Games, Educational Technology
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Zeng, Hui; Zhou, Shao-Na; Hong, Gui-Rong; Li, Qiu-ye; Xu, Shao-Qiu – Journal of Baltic Science Education, 2020
In recent years, game-based learning has attracted much attention in education; however, the effectiveness of game-based learning is still not solidly confirmed. In the present research, a game-based learning in the physics domain with guides provided direct and immediate feedback. The research was conducted among three different groups: the…
Descriptors: Science Instruction, Physics, Game Based Learning, Educational Technology
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Garneli, Varvara; Chorianopoulos, Konstantinos – Interactive Learning Environments, 2018
Various aspects of computational thinking (CT) could be supported by educational contexts such as simulations and video-games construction. In this field study, potential differences in student motivation and learning were empirically examined through students' code. For this purpose, we performed a teaching intervention that took place over five…
Descriptors: Science Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
Sugimura, Ryo; Kawazu, Sotaro; Tamari, Hiroki; Watanabe, Kodai; Nishimura, Yohei; Oguma, Toshiki; Watanabe, Katsushiro; Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Takano, Shigeru; Inoue, Hitoshi – International Association for Development of the Information Society, 2014
This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning…
Descriptors: Foreign Countries, Educational Games, Computer Games, Video Games
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Lay, Ah-Nam; Osman, Kamisah – Journal of Education in Science, Environment and Health, 2018
The purpose of this study is to investigate the effect of Malaysian "Kimia" (Chemistry) Digital Games (MyKimDG) module on students' achievement and motivation in chemistry as well as 21st century skills. Chemistry education in Malaysia should put greater emphasis on combination of cognitive, sociocultural and motivational aspects to…
Descriptors: Foreign Countries, Chemistry, Video Games, Science Achievement
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Barlow, Tim; Fleming, Barry – Teaching Science, 2016
"Blended" and "flipped" pedagogies are becoming more common features of classrooms as the technological revolution continues. While the appropriate use of technology in the learning environment can serve to motivate some students, significant problems surrounding student motivation and engagement remain. As such, the…
Descriptors: Science Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
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Shelley, Mack, Ed.; Admiraal, Wilfried, Ed.; Akcay, Hakan, Ed. – International Society for Technology, Education, and Science, 2021
"Proceedings of International Conference on Education in Mathematics, Science and Technology" includes full papers presented at the International Conference on Education in Mathematics, Science and Technology (ICEMST) which took place on April 1-4, 2021 in Antalya, Turkey. The aim of the conference is to offer opportunities to share…
Descriptors: STEM Education, Chemistry, Science Instruction, Climate
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Hsiao, H-S.; Chang, C-S.; Lin, C-Y.; Hu, P-M. – Journal of Computer Assisted Learning, 2014
In this study, we developed a digital game-based learning (DGBL) system, called the ToES, to foster students' creativity. Fifty-one fifth-grade students from two classes in a public school in Taipei, Taiwan, were recruited and consented to participate. Both classes consisted of students with mixed abilities studying a foundation unit entitled…
Descriptors: Foreign Countries, Creativity, Elementary School Students, Science Instruction
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