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Kantorski, Brinley – ProQuest LLC, 2022
Digital educational games have been a part of the educational landscape since the early 1970s. Since then, there has been a proliferation in the quantity, format, type, and quality of digital educational games available to classroom teachers. Despite this, the body of literature surrounding the effectiveness of these digital educational games…
Descriptors: Computer Games, Educational Technology, Video Games, Program Effectiveness
Lopez-Fernandez, Daniel; Gordillo, Aldo; Alarcon, Pedro P.; Tovar, Edmundo – IEEE Transactions on Education, 2021
Contribution: This article provides evidence on the effectiveness of game-based learning (GBL) for computer science education when using educational video games created by teachers using authoring tools. Background: Although teacher-oriented authoring tools for creating educational video games can help overcome the main barriers hampering the use…
Descriptors: Game Based Learning, Educational Games, Video Games, Computer Science Education
Thai, Khanh-Phuong; Bang, Hee Jin; Li, Linlin – Journal of Research on Educational Effectiveness, 2022
This study examines whether "My Math Academy," a digital game-based learning environment that provides personalized content and adaptive embedded assessments, can improve math knowledge of Transitional Kindergarten and Kindergarten students. A cluster randomized study was conducted with 20 classrooms, 10 of which were randomly assigned…
Descriptors: Mathematics Instruction, Knowledge Level, Kindergarten, Game Based Learning
Cloude, Elizabeth B.; Carpenter, Dan; Dever, Daryn A.; Azevedo, Roger; Lester, James – Journal of Learning Analytics, 2021
Reflection is critical for adolescents' problem solving and learning in game-based learning environments (GBLEs). Yet challenges exist in the literature because most studies lack a theoretical perspective and clear operational definition to inform how and when reflection should be scaffolded during game-based learning. In this paper, we address…
Descriptors: Game Based Learning, Video Games, Learning Analytics, Microbiology
Stansbury, Jessica A. – Teaching of Psychology, 2017
An interactive learning module was developed and implemented in a social psychology course to teach concepts of the "self" via self-exploration and game play using "The SIMS[superscript 3]." Students volunteered to play the computer video game throughout a 5-week summer session as a supplement to reading the chapter in the…
Descriptors: Social Psychology, Virtual Classrooms, Educational Games, Video Games
Slussareff, Michaela; Bohácková, Petra – Digital Education Review, 2016
This paper compares two kinds of educational treatment within location-based game approach; learning by playing a location-based game and learning by designing a location-based game. Two parallel elementary school classes were included in our study (N = 27; age 14-15). The "designers" class took part in the whole process of game design…
Descriptors: Design, Video Games, Elementary School Students, Student Participation
Stansbury, Jessica A.; Munro, Geoffrey D. – Teaching of Psychology, 2013
This study tested the effectiveness of video game use for instruction of factorial designs in a research methods course. Students designed and conducted a mini study, playing "Dance, Dance, Revolution", using video game scores as the dependent variable. A mixed-design analysis of variance revealed a significantly greater increase from pretest to…
Descriptors: Video Games, Research Methodology, Courses, Psychology
Moshirnia, Andrew; Israel, Maya – Journal of Interactive Learning Research, 2010
Despite the increasing popularity of many commercial video games, this popularity is not shared by educational video games. Modified video games, however, can bridge the gap in quality between commercial and education video games by embedding educational content into popular commercial video games. This study examined how different information…
Descriptors: Educational Games, Video Games, Change, Industry