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Kevin Michael Jennings – ProQuest LLC, 2023
This study aimed to discover the lived experiences of Serious Game designers. More specifically, how they incorporate higher-order thinking skills, as defined by Revised Bloom's Taxonomy (2001), and assessing these skills. The main research questions are: "Which Serious Game design principles allow for the incorporation of higher-order…
Descriptors: Games, Design, Experience, Educational Games
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Nicole Ferguson-Sams; Emily Howell; Rebecca Kaminski; Mihaela Gazioglu; Victoria Pennington – TESOL Journal, 2025
Acknowledging student perceptions of academic learning has been shown to increase the effectiveness of classroom instruction. However, existing research on multilingual learners (MLs) often focuses on their pedagogical and linguistic needs, overlooking their perceptions of literacy learning. This research, part of a large-scale, design-based…
Descriptors: Multilingualism, Faculty Development, Student Attitudes, Educational Attitudes
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Myers, Christina; Piccolo, Lara; Collins, Trevor – Journal of Learning for Development, 2023
Digital games can be used as educational tools for tackling structural inequalities and promoting social justice. Designing games with these purposes is a complex task that requires a myriad of combined expertise, including games' mechanics, software development, educational game design, pedagogy and knowledge of the educational topic (which can…
Descriptors: Educational Games, Social Change, Instructional Design, Democratic Values
Bisz, Joe; Mondelli, Victoria L. – Teachers College Press, 2023
Every educator's imaginative instincts will be guided by this book's practical design method, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors' six accessible ALLURE steps: (1) Ask where to apply the play; (2) List the mental moves;…
Descriptors: Design, Active Learning, Educational Games, Game Based Learning
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Liu, Zhichun; Moon, Jewoong – Educational Technology & Society, 2023
In this study, we have proposed and implemented a sequential data analytics (SDA)-driven methodological framework to design adaptivity for digital game-based learning (DGBL). The goal of this framework is to facilitate children's personalized learning experiences for K-5 computing education. Although DGBL experiences can be beneficial, young…
Descriptors: Learning Analytics, Design, Game Based Learning, Computation
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Tobar-Muñoz, Hendrys; Baldiris, Silvia; Fabregat, Ramon – Technology, Knowledge and Learning, 2023
Augmented Reality Game-Based Learning (ARGBL) is becoming increasingly relevant in Technology-Enhanced Learning. Games with AR characteristics, or even AR applications structured with rules and game elements, are proving to be effective and successful learning experiences. There is a need to include teachers in the design process. In this paper,…
Descriptors: Computer Simulation, Simulated Environment, Educational Games, Game Based Learning
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Andreea Molnar; Patty Kostkova – International Journal of Game-Based Learning, 2023
This research aims to provide further insight on how to design effective educational games by exploring whether the integration of educational content through game mechanics, text, or a combination of both text and game mechanics is more effective in teaching the learning outcomes in games. The results of the study show that all three methods led…
Descriptors: Educational Games, Instructional Design, Educational Objectives, Narration
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Kayleen Wood – Accounting Education, 2024
This paper traces the researcher's development of, and reflection on, the experience of developing a gamified learning experience for the time value of money, as a pedagogical resource for student learning and engagement with threshold concepts. A constructivist methodology was adopted to support the social and collaborative activity of learning…
Descriptors: Gamification, Accounting, Business Administration Education, Fundamental Concepts
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Jewoong Moon; Unggi Lee; Junbo Koh; Yeil Jeong; Yunseo Lee; Gyuri Byun; Jieun Lim – Technology, Knowledge and Learning, 2025
This paper reviews the role of Generative Artificial Intelligence (GenAI) in transforming the landscape of educational game design. The recent rise and development of GenAI have expanded its applications in creating dynamic and interactive game systems. This review explores the potential of GenAI to craft personalized educational game designs that…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Instructional Design
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I-Cheng Lin; Shu-Hsuan Chang; Pin-Chien Liu; Po-Jen Kuo; Kuo Chia Chung – Educational Technology & Society, 2024
Creativity has been proven to be a core competitiveness in the twenty-first century. Although many experimental studies have confirmed that game learning can improve creativity, some studies have contrary results. Currently, there are very few, and primarily incomplete, meta-analyses integrating experimental studies of educational gaming's impact…
Descriptors: Educational Games, Game Based Learning, Gamification, Creativity
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Hans G. K. Hummel; Aad Slootmaker; Jeroen Storm – Interactive Learning Environments, 2023
Entrepreneurship is crucial for economic growth and employment, but conventional didactical approaches appear ineffective. Effective approaches should include experiential learning from real problems. The serious game under study was developed in the context of entrepreneurship training for construction workers (at European Quality Framework…
Descriptors: Educational Games, Entrepreneurship, Construction Industry, Instructional Design
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Owen Gottlieb; Ian Schreiber – International Journal of Designs for Learning, 2020
Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on…
Descriptors: Game Based Learning, Educational Games, History Instruction, Design
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Mei-Shiu Chiu; Wee Tiong Seah; Hsin-Min Chen; I-Ping Wan – Education and Information Technologies, 2025
This study aims to identify teachers' selection/adoption of valuing pedagogy (VP) to implement an affect-focused mathematics teaching design with technological support. Valuing pedagogy is defined as teaching methods to address educational values and operationally defined as perceived, implemented, and received curricula, manifested by teacher…
Descriptors: Mathematics Instruction, Teaching Methods, Psychological Patterns, Technology Uses in Education
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Sun, Lihui; Guo, Zhen; Hu, Linlin – Interactive Learning Environments, 2023
The cultivation of computational thinking (CT) skills is a key issue in talent cultivation today. This study reported a meta-analysis of 22 empirical studies to determine the effectiveness of using educational games to improve students' CT skills and the influence of various factors in instructional design on acquiring CT skills. The results…
Descriptors: Educational Games, Computation, Thinking Skills, Literature Reviews
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Shum, Lok Cheung; Rosunally, Yasmine; Scarle, Simon; Munir, Kamran – Education and Information Technologies, 2023
When the traditional "one size fits all" approach is used in designing educational games, the game context is usually arranged in a fixed sequence. However, the designated content may not effectively support the diversity of players. The player's ability and characteristics should be considered and supported with an appropriate learning…
Descriptors: Individualized Instruction, Educational Games, Student Centered Learning, Instructional Design
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