Publication Date
In 2025 | 0 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 5 |
Since 2016 (last 10 years) | 7 |
Since 2006 (last 20 years) | 7 |
Descriptor
Computer Uses in Education | 7 |
Game Based Learning | 7 |
Instructional Effectiveness | 7 |
Computer Games | 4 |
Educational Games | 4 |
Educational Technology | 4 |
Middle School Students | 4 |
Science Instruction | 3 |
Computer Simulation | 2 |
Educational Principles | 2 |
Elementary School Students | 2 |
More ▼ |
Source
Grantee Submission | 2 |
Interactive Learning… | 2 |
Educational Technology… | 1 |
International Society for… | 1 |
Journal of Computer Assisted… | 1 |
Author
Dai, Chih-Pu | 2 |
Kuba, Renata | 2 |
Rahimi, Seyedahmad | 2 |
Smith, Ginny | 2 |
Alec M. Bodzin | 1 |
Daniel Shen Jiandong | 1 |
Gary Wong Wai Chung | 1 |
Goggins, Sean P. | 1 |
Griffin, Joseph | 1 |
Laffey, James M. | 1 |
Paulina Pui Yun Wong | 1 |
More ▼ |
Publication Type
Reports - Research | 7 |
Journal Articles | 4 |
Speeches/Meeting Papers | 2 |
Tests/Questionnaires | 2 |
Education Level
Middle Schools | 5 |
Junior High Schools | 4 |
Secondary Education | 4 |
Elementary Education | 2 |
High Schools | 2 |
Grade 4 | 1 |
Grade 5 | 1 |
Higher Education | 1 |
Intermediate Grades | 1 |
Postsecondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Gary Wong Wai Chung; Daniel Shen Jiandong; Paulina Pui Yun Wong – International Society for Technology, Education, and Science, 2024
This study examines the effectiveness of a game-based metaverse platform in enhancing learning outcomes in economics education. Students were virtually transported back to the Great Depression within the metaverse. System data and self-assessment surveys assessed aspects such as ease of use and perceived usefulness for learning, evaluating their…
Descriptors: Game Based Learning, Economics Education, Instructional Effectiveness, Undergraduate Students
Yu-Shan Ting; Yu-chu Yeh – Interactive Learning Environments, 2024
To date, few online game-based learning studies have focused on developing children's growth creativity mindset (growth CM). This study, therefore, aimed to develop a game-based learning system to help children develop their growth CM. Additionally, we investigated the relationship between growth CM, hope belief, and creativity self-efficacy after…
Descriptors: Student Attitudes, Goal Orientation, Intervention, Beliefs
Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
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