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Showing 1 to 15 of 113 results Save | Export
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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
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Brinley Kantorski; Kelly Bruzdewicz; Sarah Will; John A. Pollock – Discover Education, 2025
Games are a powerful tool for learning, offering unique benefits for student engagement, particularly when addressing complex or challenging topics. The general public's understanding of how vaccines are made is limited and the general public is unaware of the comprehensive research, development, and safety measures that are inherent in vaccine…
Descriptors: Educational Games, Cooperative Learning, Instructional Design, Research and Development
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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
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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
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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
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Greenhalgh, Spencer P.; Koehler, Matthew J.; Boltz, Liz Owens – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2019
Although board, card, and other analog games can serve as useful educational technologies, little research exists to support teachers' efforts in finding analog games that are pedagogically appropriate or likely to be well-received by their students. In this study, the authors retrieved data associated with 208 educational games from the…
Descriptors: Educational Games, Instructional Design, Instructional Effectiveness, Models
Yong Zeng – ProQuest LLC, 2023
This dissertation delves into the pedagogical implications of handheld/mobile game features on EFL learners' vocabulary learning outcomes. The research is segmented into two comprehensive studies. The first study, a systematic review spanning from 2011 to July 2022, scrutinizes empirical research detailing the correlation between various game…
Descriptors: Educational Technology, Handheld Devices, Game Based Learning, English (Second Language)
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Walter Setti; Rebecca Tarello; Erica Volta; Lucia Ferlino; Monica Gori; Gualtiero Volpe – Educational Technology Research and Development, 2025
The COVID-19 pandemic has accelerated digitization, access to IT resources, and digital inclusion in the Italian school system. This paper presents D-UDA (i.e., "unità didattica di apprendimento digitale", in Italian), a digital didactic unit for learning mathematics concepts. The presented approach combines teaching methodologies and…
Descriptors: Electronic Learning, Educational Games, Problem Solving, Multisensory Learning
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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
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Westera, Wim – Educational Technology & Society, 2019
This paper aims to improve the design methods for serious games (games for learning) by identifying a set of well-established pedagogical misconceptions and presenting design guidelines to avoid these. It analyses the pedagogical principles and models that are commonly used in serious game design, and contrasts these with evidence and advances in…
Descriptors: Educational Games, Instructional Effectiveness, Learning Experience, Learning Motivation
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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
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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
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Stewart, Patrick A.; Terrell, Elaine; Kareev, Alex M.; Ellison, Blake Tylar; Urteaga, Charini I. – Journal of Political Science Education, 2020
This article considers the development of an ongoing team-based project to incorporate a game into an online American National Government class. We start by suggesting that play, and the games that provide for play to occur, is the most natural way for individuals to learn. Technologies offered by online education provide the opportunity to…
Descriptors: Electronic Learning, United States Government (Course), Educational Games, Integrated Learning Systems
Martínez D., Omar; Obaya V., Adolfo Eduardo; Hernández B., Martha P.; Ponce P., Rubén Gerardo; Montaño O., Carlos; Vargas R., Yolanda Marina – Online Submission, 2020
Chemistry teaching learning is considered as difficult and boring. The definition of play, based on authors such as Freud, Piaget and Vigotsky, is presented as a stimulating, pleasant and voluntary activity that in the student facilitates his learning and encompasses the different facets of his physical, psychic, social and emotional development.…
Descriptors: Educational Games, Science Education, Science Instruction, Chemistry
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Welbers, Kasper; Konijn, Elly A.; Burgers, Christian; de Vaate, Anna Bij; Eden, Allison; Brugman, Britta C. – E-Learning and Digital Media, 2019
In this paper, we reflect on the implementation of a gamified application for helping students learn important facts about their study program. We focus on two design features, of which different configurations were tested in a field experiment among Dutch university students (N = 101). The first feature is feedback, which is expected to increase…
Descriptors: Foreign Countries, College Students, Educational Games, Computer Oriented Programs
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