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Samah H. Almaki; Mnyero A. Gunda; Khairuddin Idris; Abdul Talib M. Hashim; Siti Rahaimah Ali – Interactive Learning Environments, 2024
Despite simulation games (SGs) being a novel pedagogical tool that can soundly represent real environments to enhance students' learning outcomes, knowledge, and skills, there is still a lack of an overview of the current theoretical understanding of using simulation games as a pedagogical method to develop K-12 learning outcomes. Taking an…
Descriptors: Literature Reviews, Content Analysis, Elementary Secondary Education, Computer Simulation
Fabio Spano; Adam Kardos; Craig Dennis Howard – International Journal of Designs for Learning, 2025
This design case presents a gamified dictionary learning intervention for away-from-school learning. Intended to be mobile, the game features AI speech recognition for practicing English words and phrases. We also introduce a second feature--an integrated teacher dashboard that addresses issues in traditional homework--a lack of immediate feedback…
Descriptors: Gamification, Dictionaries, Artificial Intelligence, English (Second Language)
Ratnasari, Wiwit; Chou, Tzu-Chuan; Huang, Chen-Hao – Educational Technology & Society, 2023
The digital revolution has heavily influenced digital game-based learning, yet as the revolution progresses, the conception of such learning has shifted along with the increasing complexity of the digital environment. Our study thus aims to identify research standing at this important juncture and to explain the shift in digital game-based…
Descriptors: Educational Research, Citation Analysis, Network Analysis, Game Based Learning
Jewoong Moon; Sheunghyun Yeo; Qi Si; Abiodun Stephen Ijeluola – International Journal of Mathematical Education in Science and Technology, 2025
We conducted a scoping review on game-based learning (GBL) for mathematics teacher education. In recent decades, GBL has been largely applied to K-12 education contexts. GBL has aimed to promote students' deeper understanding of mathematics knowledge via game-based activities. With the evolving needs of GBL in mathematics education, recent…
Descriptors: Game Based Learning, Mathematics Teachers, Mathematics Education, Teacher Education
Ha, Cheyeon; Sun, Chen – AERA Online Paper Repository, 2021
This meta-analysis study aims to explore the game-based learning (GBL) effects on students' learning motivation and academic achievement in K-12 science education. Recently GBL has been broadly used for students with low learning motivation because the dynamic learning activities in computer games could provide benefits for K-12 education. We…
Descriptors: Game Based Learning, Learning Motivation, Science Achievement, Elementary Secondary Education
Zhitian Skylor Zhang; Martina Seemann; Richard Joos; Markus Suren; Helge Fischer; Mathias Hofmann – Journal of Creative Behavior, 2025
Given the increasing emphasis on game-based approaches (GBAs) and the critical importance of cultivating creativity, there is an urgent need for a comprehensive examination of this emerging interdisciplinary field. The present study employs a scoping review methodology to provide an overview of the existing research that utilized GBAs as a means…
Descriptors: Creativity, Teaching Methods, Game Based Learning, Interdisciplinary Approach
Amzalag, Meital – International Journal of Information and Communication Technology Education, 2021
The COVID-19 pandemic caused children to distance learn at home, but with technical and pedagogic difficulties. Digital learning games offer effective tools for pedagogic difficulties, such as active and relevant learning. Using mixed-methods research, this study examined: (1) parents' perceptions about digital learning games and 21st century…
Descriptors: Parent Attitudes, Game Based Learning, Homework, 21st Century Skills
Alper, Ayfer; Öztas, Elif Sengün; Atun, Handan; Çinar, Dinçer; Moyenga, Moussa – International Journal of Technology in Education and Science, 2021
Changes in the lifestyles of human beings keep up with science and technology in tandem with the growth of science and technology. As in all fields, expectations are influenced by the advancement of science and technology for the use of emerging technologies in educational environments. By empowering the physical world with virtual information,…
Descriptors: Educational Research, Educational Technology, Technology Integration, Instructional Effectiveness
Kara, Nuri – Contemporary Educational Technology, 2021
The aim of this study was to conduct a systematic literature review on the use of serious games in science education between 2016 and 2020 years. A total of 39 articles were included from Science Citation Index-Expanded (SCI-Expanded), Social Science Citation Index (SSCI), Arts & Humanities Citation Index (A&HCI) and Emerging Sources…
Descriptors: Science Education, Educational Games, Teaching Methods, Science Achievement
Ruiperez-Valiente, Jose A.; Gaydos, Matthew; Rosenheck, Louisa; Kim, Yoon Jeon; Klopfer, Eric – IEEE Transactions on Learning Technologies, 2020
Learning games have great potential to become an integral part of new classrooms of the future. One of the key reported benefits is the capacity to keep students deeply engaged during their learning process. Therefore, it is necessary to develop models that can measure quantitatively how learners are engaging with learning games to inform game…
Descriptors: Behavior Patterns, Learner Engagement, Learning Analytics, Computer Games
Mørch, Anders I. – International Journal of Information and Learning Technology, 2020
Purpose: The present study proposes action-breakdown-repair (ABR) as a pedagogical model and 3D virtual worlds as technology, to bridge the gap between curricular goals and students out of school technology experiences, referred to as the educational gap. Design/methodology/approach: A qualitative study combining design-based research (DBR) and a…
Descriptors: Models, Computer Simulation, Technology Uses in Education, Computer Games
Lee, Yoonhee N.; Zhu, Meina – Computers in the Schools, 2022
Digital Game Based Learning (DGBL) was considered as an effective way to engage learners and enhance learning performance. This case study demonstrates a design case that uses DGBL to support writing practices using student-centered pedagogy in K-12 education. Minecraft is used as a tool of transferring students' imagination and abstract design to…
Descriptors: Video Technology, Computer Games, Game Based Learning, Learner Engagement
Pinto, Rafael Darque; Peixoto, Bruno; Melo, Miguel; Cabral, Luciana; Bessa, Maximino – Education Sciences, 2021
Virtual reality has shown to have great potential as an educational tool when it comes to new learning methods. With the growth and dissemination of this technology, there is a massive opportunity for teachers to add this technology to their methods of teaching a second/foreign language, since students keep showing a growing interest in new…
Descriptors: Second Language Learning, Second Language Instruction, Research Reports, Computer Games
Demir, Ö.; Taskin, B.; Seferoglu, S. S. – Journal of Educational Technology, 2020
This study aimed at examining the COTS (Commercial off the Shelf) games having strong potential for helping to enhance intrinsic motivation and computational thinking skills. To this end, STEAM game store was searched with the keywords of "programming, coding, computing, and algorithm". This search yielded 1,249 games. After eliminating…
Descriptors: Media Selection, Selection Criteria, Computer Games, Game Based Learning
Adanali, Rukiye – Review of International Geographical Education, 2021
Knowledge of geography is one of the main elements in solving problems such as urbanization, socio-economic inequalities, disease, migration, natural disasters. It is also seen that importance is given to the acquisition of geographical skills in educational programs. The spatial thinking skill that provides geospatial information is a geographic…
Descriptors: Educational Games, Computer Games, Game Based Learning, Geographic Information Systems
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