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Showing 1 to 15 of 76 results Save | Export
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Zhihui Cai; Caiyan Liu; Jieni Zhan; Zhikeng Wang; Xin Hao; Si Zhang; Xinjie Chen – Journal of Computer Assisted Learning, 2025
Background: Attention has been paid to collaboration in digital game-based learning, as it fosters interaction and student engagement, thereby enhancing learning outcomes. Previous findings about the effect of collaboration in digital game-based learning were inconsistent, and few studies have explored the underlying mechanisms, particularly…
Descriptors: Cooperative Learning, Computer Games, Game Based Learning, Learning Experience
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Kuuku Nyameye Wilson; Benjamin Ghansah; Patricia Ananga; Stephen Opoku Oppong; Winston Kwamina Essibu; Einstein Kow Essibu – Education and Information Technologies, 2025
This systematic literature review examines the use of computer games as instructional aids in the teaching and learning of programming. With the ubiquitous nature of technology permeating various aspects of modern life, the integration of gaming devices into educational settings has garnered increased attention. This paper investigates whether…
Descriptors: Literature Reviews, Computer Games, Technology Uses in Education, Educational Technology
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Zhong, Lin – Journal of Educational Computing Research, 2023
Engagement in educational games was conceptualized as four dimensions but few studies have examined the four dimensions together. Additionally, game features vary greatly in different game genres that demand different engagement dimensions. However, engaging game features were studied in general and did not inquire specific game genres in extant…
Descriptors: Learner Engagement, Educational Games, Computer Games, Cognitive Ability
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Selçuk Dogan; Mete Akcaoglu – Teacher Education Quarterly, 2024
Learning computer science (CS) is increasingly becoming a necessary component of K-12 education, but in most cases, teachers do not have either the essential knowledge to teach or a curriculum to follow. In this article, we analyze the outcomes from a yearlong, blended professional development (PD) program to teach teachers game design and coding…
Descriptors: Disproportionate Representation, Blended Learning, Professional Development, Computer Science
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Isaac J. Pérez-López; Carmen Navarro-Mateos; Jose Mora-Gonzalez – Innovations in Education and Teaching International, 2025
The training of future teachers requires innovative strategies that involve and motivate students. The aim of this study was to analyse the impact of a digital serious game on students' emotional variables. A total of 62 students aged 22-23 years of age from a Master's degree participated. A digital serious game called 'The case of the stolen…
Descriptors: Computer Games, Educational Games, Psychological Patterns, Emotional Response
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Hao-Chiang Koong Lin; Chun-Hsiung Tseng; Nian-Shing Chen – Educational Technology & Society, 2025
In recent years, learning programming has been a challenge for both learners and educators. How to enhance student engagement and learning outcomes has been a significant concern for researchers. This study examines the effects of AI-based pedagogical agents on students' learning experiences in programming courses, focusing on web game development…
Descriptors: Programming, Learner Engagement, Self Efficacy, Artificial Intelligence
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Danielle Herro; Golnaz Arastoopour Irgens; Jeremiah Akhigbe; McKenzie Martin Rowland – Journal of Digital Learning in Teacher Education, 2025
Preparing elementary-aged children to practice data science literacies is important and understudied. Our research investigates how data science curricula might be effectively designed and integrated into elementary classroom instruction. We use narrative case study methodology, focusing on a single case detailing a second-grade teacher's approach…
Descriptors: Data Science, Computer Games, Handheld Devices, Grade 2
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Gao, Fengyan; Izadpanah, Siros – Education and Information Technologies, 2023
Recent developments in EFL) English Foreign Language) have intensified the need for computer games (CGs). However, far too little attention has been paid to this issue. The sample was selected using the two-stage cluster sampling method in this descriptive and correlational study. In the first stage, two institutes for males were randomly selected…
Descriptors: English Language Learners, Computer Games, Computers, Self Efficacy
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Nikola Levkov; Bojan Kitanovikj – International Journal of Technology in Education, 2024
While the right usage of technology brings a plethora of benefits, misusing technological devices and the Internet in an educational context can manifest in different behavioral tendencies. This ranges from growing addiction to technology and cyberbullying to technological anxiety and technostress. Yet, the effects of cyberloafing on students'…
Descriptors: Foreign Countries, College Students, Social Media, Internet
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Ruofei Zhang; Gary Cheng; Di Zou – Language Learning & Technology, 2025
Digital game-based vocabulary learning (DGBVL) integrates key game elements such as Challenges, Rewards, Human-Computer Interactions (HCI), Multimedia, and Fantasy. Although the overall effectiveness of digital games in enhancing English-as-a-foreign-language (EFL) vocabulary knowledge development is well-established, the specific roles of…
Descriptors: Vocabulary Development, Computer Games, English (Second Language), Learner Engagement
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Matic, Ljerka Jukic; Karavakou, Myrto; Grizioti, Marianthi – International Journal of Game-Based Learning, 2023
The literature reports that while digital educational games are used in the elementary classroom, they are rarely, if ever, used in the upper secondary mathematics classroom. In order to investigate this situation, a survey was conducted to determine what upper secondary school mathematics teachers think about digital games and what obstacles and…
Descriptors: Game Based Learning, Electronic Learning, Educational Games, Learner Engagement
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Edith Debrenti – International Journal for Technology in Mathematics Education, 2024
Using game-based learning (GBL) and digital game-based learning (DGBL) as a teaching and learning environment can be a pedagogical resource and a good strategy in the classroom to support mathematical learning (Santos et al., 2023). Even though primary school teachers are demonstrating strong preferences for using non-digital games instead of…
Descriptors: Preservice Teachers, Elementary School Mathematics, Elementary School Teachers, Game Based Learning
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Hatice Kübra Isik; Aysegül Liman Kaban – Journal of Educational Technology and Online Learning, 2025
Educational digital escape games (EDEGs) are digital versions of escape rooms where players solve puzzles and complete challenges to achieve educational goals. This study investigates the effects of EDEGs on the academic achievement and motivation of elementary school students in mathematics. Using an explanatory sequential mixed-method design, 45…
Descriptors: Grade 3, Elementary School Students, Teaching Methods, Student Motivation
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Pedro Santos Bartolomé; Tom Van Gerven – European Journal of Engineering Education, 2025
The authors develop an educational simulation game for basic vapour-liquid equilibrium (VLE) to use in chemical engineering education, basing the design on educational guidelines from the active learning literature. The game is tested in three cohorts totalling 84 students, showing significant increase in a knowledge test of VLE, and positive…
Descriptors: Foreign Countries, Undergraduate Students, Chemical Engineering, Computer Simulation
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Kohnke, Lucas; Moorhouse, Benjamin Luke – RELC Journal: A Journal of Language Teaching and Research, 2022
Technology is increasingly being used to foster engagement, enhance classroom dynamics, promote autonomy and improve the student learning experience in language learning environments. Many teachers have begun to employ digital apps and tools (e.g. Mentimeter and GoSoapBox) as a more interactive alternative to traditional activities. One product…
Descriptors: Gamification, Game Based Learning, Second Language Learning, Language Teachers
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