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Mauro H. André – Strategies: A Journal for Physical and Sport Educators, 2024
Student-centered pedagogical models (e.g., games-based approaches) have been encouraging physical education teachers to teach team and individual sports with game forms (small-sided and modified games) that promote play time for all students. These teaching methodologies promote students' motivation and engagement and enable an easier transition…
Descriptors: Educational Games, Physical Education, Curriculum Development, Game Based Learning
Stefan E. Huber; Kristian Kiili; Steve Nebel; Richard M. Ryan; Michael Sailer; Manuel Ninaus – Educational Psychology Review, 2024
This perspective piece explores the transformative potential and associated challenges of large language models (LLMs) in education and how those challenges might be addressed utilizing playful and game-based learning. While providing many opportunities, the stochastic elements incorporated in how present LLMs process text, requires domain…
Descriptors: Artificial Intelligence, Language Processing, Models, Play
Brackenbury, Tim; Kopf, Lisa – Perspectives of the ASHA Special Interest Groups, 2022
Purpose: Serious games and gamification are evidence-based forms of game-based learning that facilitate student/client instruction. Serious games are activities that directly incorporate educational content into games; gamification integrates characteristics of games into nongame activities. They both promote learning by increasing students'…
Descriptors: Game Based Learning, Educational Games, Student Motivation, Communication Disorders
Dichev, Christo; Dicheva, Darina; Irwin, Keith – International Journal of Educational Technology in Higher Education, 2020
The majority of user models in gamification are based on user's gamer personality. However, the motivations driving individuals' learning behavior differ from their motivations when playing. There is no evidence that learners' experiences in gamified activities are described by these models. Thus, an alternative model capturing learners'…
Descriptors: Game Based Learning, Educational Games, Personality Traits, Learning Motivation
von Leipzig, Tanja; Lutters, Eric; Hummel, Vera; Schutte, Cornè – International Journal of Game-Based Learning, 2022
Dynamic personalization of learning trajectories that integrate different perspectives and variable scenarios is a viable way to improve the effectiveness and efficiency of training and education. Serious games offer a designated platform for this, by aggregating learner interactions, and using these to dynamically configure, adjust and tailor the…
Descriptors: Educational Games, Game Based Learning, Individualized Instruction, Instructional Design
Ishaq, Kashif; Rosdi, Fadhilah; Zin, Nor Azan Mat; Abid, Adnan – Education and Information Technologies, 2022
Digital learning environments have been gaining prominence during the last few years. In particular, the rising usage of mobile devices, including smartphones and tabs, has invited researchers to design and develop learning applications and games for such platforms. Mobile applications and games have been developed for learning languages like many…
Descriptors: Educational Games, Language Acquisition, Handheld Devices, Computer Oriented Programs
Pleasants, Jacob – Journal of Science Teacher Education, 2023
Recent science education reforms emphasize the goal of developing students' science and engineering practices. To foreground those practices during science instruction, teachers need conceptual tools to guide their instructional decision-making. In this conceptual paper, I propose that thinking about science and engineering activities as educative…
Descriptors: Science Education, Educational Change, Decision Making, Engineering Education
Espinoza, Cecilia; Orvis, Kathryn S.; Brophy, Sean P. – Journal of Biological Education, 2022
This research investigates students' learning about the electron transport chain (ETC) process in photosynthesis by watching a video followed by playing a serious board game--"Electron Chute"--that models ETC. The learning objectives targeted enriching a mental model that students could use to explain the causal relationship of the ETC…
Descriptors: Game Based Learning, Educational Games, Video Games, Scientific Concepts
Toukiloglou, Pavlos; Xinogalos, Stelios – Journal of Educational Computing Research, 2022
Serious games are considered an effective method to engage students in programming education and have been increasingly used in classrooms. An important part of the learning process with serious games involves the presentation of the new concepts and the provided support to encounter student difficulties. Although the most common approach is the…
Descriptors: Game Based Learning, Programming, Program Effectiveness, Educational Games
Yu, Jiaqi; Ma, Wenchao; Moon, Jewoong; Denham, Andre R. – Journal of Learning Analytics, 2022
Integrating learning analytics in digital game-based learning has gained popularity in recent decades. The interactive nature of educational games creates an ideal environment for learning analytics data collection. However, past research has limited success in producing accessible and effective assessments using game learning analytics. In this…
Descriptors: Learning Analytics, Student Evaluation, Educational Games, Computer Games
Tsai, Chun-Yen; Lin, Huann-shyang; Liu, Shu-Chiu – Journal of Computer Assisted Learning, 2020
The purpose of this study is to explore the effect of a pedagogical model of digital games on students' scientific competencies that are advocated by the Programme for International Student Assessment (PISA). As a single game-based learning strategy may not be enough to enhance such competencies, the online game in the current study incorporated…
Descriptors: Educational Games, Instructional Effectiveness, Achievement Tests, Foreign Countries
Wannapiroon, Naphong; Pimdee, Paitoon – Education and Information Technologies, 2022
Qualitative and quantitative research methods were undertaken to examine and develop a digitally based virtual classroom learning environment (VCLE) for Thai undergraduate students' creative thinking and innovation enhancement in science, technology, engineering, arts, and math (STEM/STEAM) disciplines. The research methodology was divided into…
Descriptors: Undergraduate Students, Art Education, STEM Education, Foreign Countries
Dæhli, Olav; Kristoffersen, Bjørn; Lauvås, Per, Jr.; Sandnes, Tomas – Electronic Journal of e-Learning, 2021
Data modeling is an essential part of IT studies. Learning how to design and structure a database is important when storing data in a relational database and is common practice in the IT industry. Most students need much practice and tutoring to master the skill of data modeling and database design. When a student is in a learning process,…
Descriptors: Game Based Learning, Educational Games, Computer Games, Information Technology
Totikova, Guldana A.; Yessaliyev, Aidarbek A.; Madiyarov, Nurlybai K.; Medetbekova, Nurgul – European Journal of Contemporary Education, 2020
The use of planar and volumetric geometric figures in the form of didactic games and exercises, the participants in the experiment showed a significant improvement in the results of the level of spatial representation compared with the control group. The methodology of the use of didactic games and exercises with geometric figures showed the…
Descriptors: Thinking Skills, Skill Development, Spatial Ability, Visualization
Rachmatullah, Arif; Reichsman, Frieda; Lord, Trudi; Dorsey, Chad; Mott, Bradford; Lester, James; Wiebe, Eric – Journal of Science Education and Technology, 2021
This study examined students' genetics learning in a game-based environment by exploring the connections between the expectancy-value theory of achievement motivation and flow theory. A total of 394 secondary school students were recruited and learned genetics concepts through interacting with a game-based learning environment. We measured their…
Descriptors: Models, Secondary School Students, Genetics, Game Based Learning
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