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Anne van der Linden; Ralph F. G. Meulenbroeks; Wouter R. van Joolingen – Journal of Computer Assisted Learning, 2024
Background: Research on cognitive effects of educational games in general shows promising results. However, there are large variations in learning outcomes between individual educational games. Research on the design process and different design elements of educational games has led to some interesting directions, but some design aspects remain…
Descriptors: Scientific Principles, Mechanics (Physics), Educational Games, Science Education
Jialing Zeng; Peng Zhang; Junyi Zhou; Junjie Shang; John B. Black – Educational Technology Research and Development, 2025
Current literature indicates the significance of embodied scaffoldings in enhancing the effectiveness of interactive learning technologies for STEM conceptual learning and relevant cognitive skill development. However, there is limited research on pedagogical approaches for integrating mixed embodied scaffoldings in learning with interactive…
Descriptors: Scaffolding (Teaching Technique), Educational Games, Learning Processes, STEM Education
Tornqvist, Dominicus; Wen, Lian; Tichon, Jennifer; Bai, Guangdong – Journal of Interactive Learning Research, 2021
There is a healthy research community focused on individual differences to tailor serious games for maximum effect for each person. But there is a comparative lack of research on the scalability of serious games for maximising knowledge saturation in a population. Scalability is critical in many real applications. The authors detail this neglected…
Descriptors: Educational Games, Individual Differences, Learning Processes, Discovery Learning
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
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
Veldkamp, Alice; Rebecca Niese, Johanna; Heuvelmans, Martijn; Knippels, Marie-Christine P. J.; van Joolingen, Wouter R. – British Journal of Educational Technology, 2022
This study investigates the influence of the educational game design elements "immersion," "collaboration" and "debriefing," on fostering learning with educational escape rooms. We based the design of the escape room on an educational game design framework that aligns the learning goal and the game goal, that is,…
Descriptors: Educational Games, Instructional Design, Learning Processes, Game Based Learning
Joko Slamet; Yazid Basthomi; Francisca Maria Ivone; Evi Eliyanah – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This research explores the design and development of a gamified Massive Open Online Course (MOOC) aligned with the Self-Directed Learning (SDL) approach. The focus is addressing challenges to foster autonomous learning within the MOOC context. Background: MOOCs have emerged as a prominent platform for global education; however, they…
Descriptors: Gamification, MOOCs, Personal Autonomy, Learning Processes
Risdiyanti, Irma; Prahmana, Rully Charitas Indra – Journal on Mathematics Education, 2020
In recent years, several researchers have tried to use stories and games as a starting point for learning mathematics. This is allegedly able to increase students' mathematical abilities and make learning mathematics more enjoyable. Therefore, this research is aimed to design a mathematics learning trajectory in pattern number using…
Descriptors: Mathematics Instruction, Teaching Methods, Instructional Design, Learning Processes
Shian-Shyong Tseng; Tsung-Yu Yang; Wen-Chung Shih; Bo-Yang Shan – Interactive Learning Environments, 2024
In this paper, to handle the problem of the quick evolution of cyber-security attacks, we developed the iMonsters board game and proposed the attack and defense knowledge self-evolving algorithm. Three versions of the iMonsters were launched in 2013, 2017, and 2019, respectively. Accordingly, the cyber-security ontology can be refined by the…
Descriptors: Educational Games, Computer Security, Computer Science Education, Game Based Learning
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
Sailer, Michael; Sailer, Maximilian – British Journal of Educational Technology, 2021
For higher education, the question of how in-class activities can be supported in large lectures is of great relevance. This paper suggests a gamified flipped classroom approach to address this challenge. In an experimental study, N = 205 educational science students performed either gamified in-class activities using a gamified quiz with points…
Descriptors: Higher Education, Game Based Learning, Educational Games, Class Activities
Tiffany Herder; Martina A. Rau – Grantee Submission, 2022
Educational video games can engage students in authentic STEM practices, which often involve visual representations. Specifically, because most interactions within video games are mediated through visual representations, video games provide opportunities for students to experience disciplinary practices with visuals. However, prior research has…
Descriptors: Educational Games, Video Games, STEM Education, Visual Stimuli
Lameras, Petros; Arnab, Sylvester; Dunwell, Ian; Stewart, Craig; Clarke, Samantha; Petridis, Panagiotis – British Journal of Educational Technology, 2017
This paper consolidates evidence and material from a range of specialist and disciplinary fields to provide an evidence-based review and synthesis on the design and use of serious games in higher education. Search terms identified 165 papers reporting conceptual and empirical evidence on how learning attributes and game mechanics may be planned,…
Descriptors: Educational Games, Instructional Design, Higher Education, Learning Processes
Zhang, Ruofei; Zou, Di; Xie, Haoran – Computer Assisted Language Learning, 2022
Spaced repetition has been widely implemented and examined in mobile-assisted word learning as an important learning strategy. However, the nature of spaced repetition by commercial word-learning apps and the factors leading to the favoured mobile-assisted spaced repetition have yet to be investigated in authentic contexts. In this study, we coded…
Descriptors: Computer Assisted Instruction, Teaching Methods, English (Second Language), Second Language Learning
Alevli, Ozan – Journal of Inquiry Based Activities, 2020
The purpose of this study is to share the design, implementation, and evaluation processes regarding an activity implemented for improving the vocabulary of 4th grade students, and to determine the opinions of the students about the activity. The activity serves to the purpose of learning the new words and phrases meaningfully through active…
Descriptors: Vocabulary Development, Grade 4, Elementary School Students, Student Attitudes