Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 7 |
Since 2016 (last 10 years) | 16 |
Since 2006 (last 20 years) | 40 |
Descriptor
Computer Games | 40 |
Instructional Design | 40 |
Instructional Effectiveness | 40 |
Educational Games | 31 |
Computer Simulation | 18 |
Computer Assisted Instruction | 16 |
Educational Technology | 15 |
Foreign Countries | 15 |
Student Attitudes | 13 |
Game Based Learning | 12 |
College Students | 11 |
More ▼ |
Source
Author
McNamara, Danielle S. | 2 |
Proske, Antje | 2 |
Roscoe, Rod D. | 2 |
Spires, Hiller A. | 2 |
Zheng, Meixun | 2 |
A, Gulinna | 1 |
Ailiya | 1 |
Ak, Oguz | 1 |
Alias, Nor Aziah | 1 |
Alklind Taylor, Anna-Sofia | 1 |
Anymir Orellana | 1 |
More ▼ |
Publication Type
Journal Articles | 36 |
Reports - Research | 28 |
Reports - Descriptive | 6 |
Collected Works - Proceedings | 2 |
Information Analyses | 2 |
Reports - Evaluative | 2 |
Tests/Questionnaires | 2 |
Dissertations/Theses -… | 1 |
Opinion Papers | 1 |
Education Level
Audience
Location
Singapore | 4 |
Florida | 2 |
Germany | 2 |
Malaysia | 2 |
Taiwan | 2 |
Thailand | 2 |
Turkey | 2 |
United Kingdom | 2 |
Asia | 1 |
Australia | 1 |
Brazil | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Multifactor Leadership… | 1 |
What Works Clearinghouse Rating
Gui, Yang; Cai, Zhihui; Yang, Yajiao; Kong, Lingyuan; Fan, Xitao; Tai, Robert H. – International Journal of STEM Education, 2023
Digital educational games exhibit substantial promise in advancing STEM education. Nevertheless, the empirical evidence on both the efficacy of digital game-based learning and its designs in STEM education is characterized by notable inconsistencies. Therefore, the current study aimed to investigate (1) the general effect of digital game-based…
Descriptors: STEM Education, Educational Games, Game Based Learning, Video Games
Çoban, Murat; Göktas, Yüksel – Smart Learning Environments, 2022
One of the most important reasons for deaths and injuries caused by earthquakes is that society does not have sufficient knowledge of appropriate protective behaviors during an earthquake. The purpose of this study is to evaluate the effectiveness of different educational practices in providing primary school students with the knowledge of…
Descriptors: Training Methods, Seismology, Emergency Programs, Instructional Effectiveness
Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
Zhang Huiyu; Linda Fang – International Journal of Designs for Learning, 2021
Biostatistics is a second-year subject taken by Biomedical Engineering Diploma students in Temasek Polytechnic, Singapore. Gamification elements, referenced from the popular "Pokémon GO," were infused into a suite of activities. The purpose was to engage and sustain the interest of students while facilitating the successful execution of…
Descriptors: Game Based Learning, Computer Games, Active Learning, Student Projects
Yildirim, Ibrahim; Sen, Sedat – Interactive Learning Environments, 2021
Whether gamification is an organized structure that contributes to student achievement, a simple pontification process or total nonsense is a matter of debate. In such, this study was conducted to provide a scientific answer while exhibiting the gamification effect on student achievement with the meta-analysis method, which is based on…
Descriptors: Game Based Learning, Academic Achievement, Meta Analysis, Effect Size
Shute, Valerie; Rahimi, Seyedahmad; Lu, Xi – Grantee Submission, 2019
Digital, educational games have many promises (e.g., increasing students' content knowledge as well as competencies like problem-solving, spatial skills, and persistence). However, there are challenges to overcome before using these games more broadly in educational settings. One challenge involves identifying effective, theoretically based…
Descriptors: Educational Games, Computer Games, Game Based Learning, Middle School Students
College Students' Perceptions of Pleasure in Learning -- Designing Gameful Gamification in Education
A, Gulinna; Lee, Youngjin – International Journal on E-Learning, 2020
Gamification, the use of game design elements in non-gaming context, has been introduced to education as a novel teaching and learning approach to engage learners. Current literature has focused on finding ways to afford the playfulness and gamefulness of gamification. This paper has studied college students' perceptions of pleasure in learning to…
Descriptors: Game Based Learning, Teaching Styles, Instructional Effectiveness, Cooperative Learning
Janakiraman, Shamila; Watson, Sunnie Lee; Watson, William R. – Journal of Education for Sustainable Development, 2018
Environmental Sustainability Education (ESE) is a critical element in youth education, as it facilitates learners to understand and realize the importance of creating a sustainable future for themselves and others. Changing learner attitudes and related behaviours is critical in ESE. Digital game-based learning (DGBL) environments offer a suitable…
Descriptors: Attitude Change, Sustainability, Environmental Education, Computer Games
Serra, Judit; Gilabert, Roger – British Journal of Educational Technology, 2021
Recent years have seen a surge of calls for personalization of education. Automatised adaptivity in serious games has been advocated as a potential instantiation of such calls. Yet little is known about the extent to which personalised learning through automatised adaptivity poses an advantage for language learning over generalised teacher-led…
Descriptors: Educational Games, Computer Games, Second Language Instruction, English (Second Language)
Donna Rennar-Potacco; Anymir Orellana; Rita Ramirez-Levine – International Journal of Designs for Learning, 2020
This design case describes design decisions and their impacts during three redesigns of an educational game called the "Rocks and Minerals Challenge." This game was developed as a laboratory supplement for the rocks and minerals component of a university-based geology course. The game has evolved through three distinct design phases:…
Descriptors: Game Based Learning, Educational Games, Geology, College Science
Mohd Radzi, Shanizan Herman; Tan, Wee Hoe; Yusoff, Amri – Malaysian Journal of Learning and Instruction, 2019
Purpose: This study examines the effects of a simulation board game for teaching and learning shipping management in higher education. A framework of comprehensive shipping operations is developed according to the syllabus of the Shipping Management course at Universiti Utara Malaysia. The course core content in the game covers two main…
Descriptors: Educational Games, Computer Games, Computer Simulation, Marine Education
Tsai, Fu-Hsing; Hsu, I.-Ying – Journal of Baltic Science Education, 2020
This research aimed to develop a computer detective game for science education to provide students in experiencing real-world problem-solving after learning electricity-related knowledge, and to explore the effects of designing the guidance of process constraints and prompts into this game. To explore the effects of guidance, two different game…
Descriptors: Computer Games, Game Based Learning, Guidance, Problem Solving
Huang, Biyun; Hew, Khe Foon – Educational Technology & Society, 2021
A design-based study was conducted in iterative cycles to test the effectiveness of the updated goal-access-feedback-challenge-collaboration (updated-GAFCC) gamification design model. The test-bed was a 10-week undergraduate introductory information management course. Students from three consecutive school years participated in the study, with the…
Descriptors: Computer Games, Feedback (Response), Comparative Analysis, Undergraduate Students
Hooshyar, Danial; Yousefi, M.; Wang, M.; Lim, H. – Journal of Computer Assisted Learning, 2018
Although game-based learning has been increasingly promoted in education, there is a need to adapt game content to individual needs for personalized learning. Procedural content generation (PCG) offers a solution for difficulty in developing game contents automatically by algorithmic means as it can generate individually customizable game contents…
Descriptors: Educational Games, Computer Games, Data, Individualized Instruction
Ak, Oguz; Kutlu, Birgul – British Journal of Educational Technology, 2017
The aim of this study was to investigate the effectiveness of traditional, 2D and 3D game-based environments assessed by student achievement scores and to reveal student perceptions of the value of these learning environments. A total of 60 university students from the Faculty of Education who were registered in three sections of a required…
Descriptors: Computer Simulation, Computer Games, Educational Games, Instructional Effectiveness