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Kai Guo; Yuchun Zhong; Zamzami Zainuddin; Samuel Kai Wah Chu – Education and Information Technologies, 2024
Given the crucial role of writing in both academic and workplace settings, teachers should constantly seek effective ways to improve their students' writing skills. The use of games or their elements to support the teaching and learning of writing has gained much attention in language education studies. Despite the increasing number of empirical…
Descriptors: Game Based Learning, Educational Games, Writing Instruction, Teaching Methods
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
Ilbeigi, Mohammad; Bairaktarova, Diana; Morteza, Azita – Journal of Civil Engineering Education, 2023
The long history of experiential learning in construction engineering shows the significant potential of cognitive development through direct experience. Recent advancements in gamification, especially digital serious games, can help educators develop novel pedagogical strategies to promote active and experiential learning in controlled settings.…
Descriptors: Gamification, Experiential Learning, Construction Industry, Engineering Education
Jane Ji – Childhood Education, 2024
This article discusses iBiome-Wetland, the first educational game from the author's company Springbay Studio. It invites children to build virtual wetland ecosystems, learn about 54 species living in wetlands, experience biodiversity, and conduct experiments to find out how food webs work. The game has received five awards from prestigious…
Descriptors: Ecology, Biodiversity, Educational Games, Climate
Venkateswara Rao Tadiboyina; B. B. V. L. Deepak; Dhananjay Singh Bisht – Education and Information Technologies, 2024
Alphabet training of primary school students is an essential, but challenging activity. Alphabet knowledge is an important fundamental literacy skill which has been found to directly impact the future academic success of students. Game-based learning and the use of multimodal engagement activities have been found to be effective intervention…
Descriptors: Elementary School Students, Alphabets, Spelling Instruction, Educational Games
Castrillon, Sir-Alexci Suarez; Barbosa, Thomas Edison Guerrero; Castrillon, Albert Miyer Suarez – Journal of Language and Linguistic Studies, 2022
This research presents an analysis of the use of the Kahoot platform as an evaluation system for programming students, using two groups, the first is evaluated in a traditional way through a written exam and serves as a control group, and the test group through the Kahoot platform, where they can also observe their grade at the end of the test,…
Descriptors: Evaluation Methods, Knowledge Level, Educational Games, Computer Games
Ince, Ebru Yilmaz; Sancak, Murat Emre – Journal of Learning and Teaching in Digital Age, 2022
Earthquakes are the movements of the earth's crust that originate in the ground, and they are one of the natural disasters that frighten people because they occur suddenly and often cause great loss of life and property. Earthquake natural disaster is the reality of Turkey and it is important to raise public awareness on this issue. Thanks to the…
Descriptors: Seismology, Foreign Countries, Educational Games, Computer Games
Grace Ann Morris – ProQuest LLC, 2024
Creativity is an important part of education. Teachers need to be able to understand and develop creativity to be able to successfully model it for their students. They can achieve this through pre-service training. Past research has provided implications in pre-service training that helped pre-service teachers develop creativity, albeit from a…
Descriptors: Preservice Teachers, Faculty Development, Creativity, Game Based Learning
Matic, Ljerka Jukic; Karavakou, Myrto; Grizioti, Marianthi – International Journal of Game-Based Learning, 2023
The literature reports that while digital educational games are used in the elementary classroom, they are rarely, if ever, used in the upper secondary mathematics classroom. In order to investigate this situation, a survey was conducted to determine what upper secondary school mathematics teachers think about digital games and what obstacles and…
Descriptors: Game Based Learning, Electronic Learning, Educational Games, Learner Engagement
Horwitz, Paul; Reichsman, Frieda; Lord, Trudi; Dorsey, Chad; Wiebe, Eric; Lester, James – Technology, Knowledge and Learning, 2023
Studies of educational games often treat them as "black boxes" (Black and Wiliam in Phi Delta Kappan 80: 139-48, 1998; Buckley et al. in Int J LearnTechnol 5:166-190, 2010; Buckley et al. in J Sci Educ Technol 13: 23-41, 2010) and measure their effectiveness by exposing a treatment group of students to the game and comparing their…
Descriptors: Educational Games, Genetics, Middle School Students, High School Students
Hayak, Merav; Avidov-Ungar, Orit – Technology, Pedagogy and Education, 2023
The qualitative research employed semi-structured interviews with 28 elementary school teachers to examine the types of knowledge they use to integrate digital game-based learning (DGBL) into their classrooms and the nature of their integration planning. The findings revealed that teachers use four types of knowledge: game knowledge, game…
Descriptors: Elementary School Teachers, Educational Games, Computer Games, Game Based Learning
Edith Debrenti – International Journal for Technology in Mathematics Education, 2024
Using game-based learning (GBL) and digital game-based learning (DGBL) as a teaching and learning environment can be a pedagogical resource and a good strategy in the classroom to support mathematical learning (Santos et al., 2023). Even though primary school teachers are demonstrating strong preferences for using non-digital games instead of…
Descriptors: Preservice Teachers, Elementary School Mathematics, Elementary School Teachers, Game Based Learning
Pedro Santos Bartolomé; Tom Van Gerven – European Journal of Engineering Education, 2025
The authors develop an educational simulation game for basic vapour-liquid equilibrium (VLE) to use in chemical engineering education, basing the design on educational guidelines from the active learning literature. The game is tested in three cohorts totalling 84 students, showing significant increase in a knowledge test of VLE, and positive…
Descriptors: Foreign Countries, Undergraduate Students, Chemical Engineering, Computer Simulation
Orla Walsh; Conor Linehan; Christian Ryan – Autism: The International Journal of Research and Practice, 2025
There is increasing interest in the use of games to scaffold social skills training for autistic children and youth. However, there is no consensus on how to best approach their design, so that learning opportunities are maximised. This article presents a systematic scoping review of empirical studies that use games as social skills training for…
Descriptors: Autism Spectrum Disorders, Children, Adolescents, Late Adolescents
Chen, Ching-Huei; Law, Victor; Huang, Kun – Educational Technology Research and Development, 2023
Educational games are becoming increasingly prevalent. Recently, adaptive game-based learning to accommodate diverse learners has received considerable attention. The current study aims to explore the effect of adaptive scaffolding from a multidimensional engagement perspective. A total of 61 students from a Taiwan secondary school studied…
Descriptors: Scaffolding (Teaching Technique), Learner Engagement, Computer Games, Educational Games