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Noppawan Tawalai; Thapanee Seechaliao – Journal of Education and Learning, 2025
Analytical thinking skills were an essential learning process for primary students. The research objectives were to 1) study the current condition, problems, and good practices regarding teaching and learning. 2) develop a blended instructional model using the inquiry process with digital games to enhance analytical thinking skills for elementary…
Descriptors: Elementary School Students, Thinking Skills, Blended Learning, Active Learning
Wronowski, Meredith; Urick, Angela; Wilson, Alison S. P.; Thompson, William; Thomas, David; Wilson, Scott; Elizondo, Francisco J.; Ralston, Ryan – Journal of Educational Computing Research, 2020
The overuse of lecture-based approaches for instruction in university courses may have limited student access to knowledge, particularly the transfer of complex concepts, such as central limit theorem in statistics. This study seeks to contribute to empirical research regarding the effectiveness of serious educational games (SEGs) to increase…
Descriptors: Outcomes of Education, Educational Games, Psychological Patterns, Learner Engagement
Morin, Jennifer; Tamberelli, Frank; Buhagiar, Tarek – Journal of Education for Business, 2020
Many educators utilize simulations to create active learning environments suitable for learning outcome achievement and soft skill development, which are critical for student success in the workforce. However, many educators focus primarily on affective benefits of simulations, such as engagement and motivation, rather than cognitive impacts, such…
Descriptors: Undergraduate Students, Business Administration Education, Educational Games, Computer Games
Kuba, Renata; Rahimi, Seyedahmad; Smith, Ginny; Shute, Valerie; Dai, Chih-Pu – Educational Technology Research and Development, 2021
Over three years, our research team has designed various learning supports for promoting content knowledge and solving game levels. In this case study, we examined the optimal design and the evaluation of learning support videos for a physics educational game. Often studies focus on investigating the effects of research-based principles without a…
Descriptors: Educational Games, Game Based Learning, Physics, Educational Principles
Kuba, Renata; Rahimi, Seyedahmad; Smith, Ginny; Shute, Valerie J.; Dai, Chih-Pu – Grantee Submission, 2021
Over three years, our research team has designed various learning supports for promoting content knowledge and solving game levels. In this case study, we examined the optimal design and the evaluation of learning support videos for a physics educational game. Often studies focus on investigating the effects of research-based principles without a…
Descriptors: Educational Games, Game Based Learning, Physics, Educational Principles
Zhang, Lu; Shang, Junjie; Pelton, Tim; Pelton, Leslee Francis – Journal of Computer Assisted Learning, 2020
With the advent of mobile technologies, well-designed fraction apps can be used to help children gain fraction knowledge, a challenging topic for both teachers and students. The present pilot study adopted a quasi-experimental design to investigate whether children can learn fraction concepts equally well if half of the lesson time (20 min) is…
Descriptors: Elementary School Students, Fractions, Computer Games, Educational Games
Wulff, Eric P.; Romine, William; Sadler, Troy D.; Womack, A. J.; Laffey, James M.; Goggins, Sean P.; Griffin, Joseph; Sigoloff, Justin – Grantee Submission, 2019
This study explores middle school student learning of Next Generation Science Standards aligned content and practices associated with use of an innovative virtual learning environment. The learning environment, a computer-based game called Mission HydroSci (MHS), was developed with the aim of supporting student learning of water systems science…
Descriptors: Academic Standards, Alignment (Education), Middle School Students, Computer Games
Chen, Yen-Chun – EURASIA Journal of Mathematics, Science & Technology Education, 2017
As pupils are largely increased the opportunities to contact digital games, the effect of digital games has been broadly discussed and studied. Digital games no longer play the function of entertainment, but could assist students in more active learning and deeper and broader learning, when being applied to instruction. It is limited to learn in…
Descriptors: Educational Games, Computer Uses in Education, Computer Games, Student Motivation
Giraud-Carrier, François C.; Schmidt, Glen M. – Decision Sciences Journal of Innovative Education, 2015
When deciding whether to get on the freeway during rush hour, did you ever stop to consider that if you did so, you would slow everybody ELSE down? When we ask our students that question, they typically laugh--their only consideration is how long their own trip will take. When a decision maker does not account for all the costs or benefits…
Descriptors: Decision Making, Games, Computer Games, Computer Simulation
Wichadee, Saovapa; Pattanapichet, Fasawang – Teaching English with Technology, 2018
The study was conducted to find out what impact a digital game had on students' learning performance and motivation. A quasi-experimental study was performed with two groups of students. The experimental group was taught using the digital game "Kahoot" whereas the control group was taught with the conventional method. Pre-tests,…
Descriptors: English (Second Language), Computer Games, Educational Games, Student Motivation
Manero, Borja; Torrente, Javier; Fernandez-Vara, Clara; Fernandez-Manjon, Baltasar – IEEE Transactions on Learning Technologies, 2017
This study examines the influence of players' age, gender, and gaming preferences and habits (from now on, "gaming preferences") on the effectiveness of a specific videogame that has been designed to increase the interest towards classical theater among teenagers. Using a validated instrument, participants were divided into four groups…
Descriptors: Computer Uses in Education, Gender Differences, Age Differences, Instructional Effectiveness
Williams, Dina – Industry and Higher Education, 2015
The purpose of this study was to bridge a gap in our understanding of the role business simulation games can play in the development of entrepreneurial capabilities in undergraduate students. While entrepreneurship education has come a long way from being a branch of business and management studies, to its current status as a core discipline in…
Descriptors: Computer Games, Educational Games, Computer Simulation, Entrepreneurship
Di Blas, Nicoletta; Paolini, Paolo – Educational Technology & Society, 2014
This paper is about how serious games based on MUVEs in formal education can foster collaboration. More specifically, it is about a large case-study with four different programs which took place from 2002 to 2009 and involved more than 9,000 students, aged between 12 and 18, from various nations (18 European countries, Israel and the USA). These…
Descriptors: Educational Technology, Cooperation, Cooperative Learning, Computer Games
Furio, David; Gonzalez-Gancedo, Santiago; Juan, M.-Carmen; Segui, Ignacio; Costa, Maria – Computers & Education, 2013
In this paper, we present an educational game for an iPhone and a Tablet PC. The main objective of the game was to reinforce children's knowledge about the water cycle. The game included different interaction forms like the touch screen and the accelerometer and combined AR mini-games with non-AR mini-games for better gameplay immersion. The main…
Descriptors: Computer Interfaces, Handheld Devices, Educational Games, Computer Games
Jere-Folotiya, Jacqueline; Chansa-Kabali, Tamara; Munachaka, Jonathan C.; Sampa, Francis; Yalukanda, Christopher; Westerholm, Jari; Richardson, Ulla; Serpell, Robert; Lyytinen, Heikki – Educational Technology Research and Development, 2014
This intervention study was conducted to document conditions under which a computer based literacy game (GraphoGame™) could enhance literacy skills of first grade students in an African city. The participants were first grade students from Government schools (N = 573). These students were randomly sampled into control (N = 314) and various…
Descriptors: Foreign Countries, Grade 1, Elementary School Students, Control Groups
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