Publication Date
In 2025 | 1 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 15 |
Since 2016 (last 10 years) | 29 |
Since 2006 (last 20 years) | 55 |
Descriptor
Educational Games | 60 |
Instructional Design | 60 |
Problem Solving | 60 |
Educational Technology | 22 |
Teaching Methods | 21 |
Computer Games | 20 |
Foreign Countries | 18 |
Computer Simulation | 14 |
Learner Engagement | 13 |
Thinking Skills | 13 |
Electronic Learning | 12 |
More ▼ |
Source
Author
Publication Type
Education Level
Audience
Researchers | 4 |
Teachers | 4 |
Students | 2 |
Policymakers | 1 |
Practitioners | 1 |
Location
Brazil | 4 |
Australia | 3 |
Florida | 3 |
Philippines | 3 |
Singapore | 3 |
Turkey | 3 |
United States | 3 |
China | 2 |
Germany | 2 |
Greece | 2 |
Pennsylvania | 2 |
More ▼ |
Laws, Policies, & Programs
Americans with Disabilities… | 1 |
Rehabilitation Act 1973 | 1 |
Assessments and Surveys
Rosenberg Self Esteem Scale | 1 |
What Works Clearinghouse Rating
Anupam, Aditya – Learning, Media and Technology, 2022
In this paper, I ask: 'Can digital games support the learning of scientific inquiry as a situated practice? If so, how?' To approach this question, I draw upon feminist, STS, and pragmatist scholarship to develop a framework that can be used to analyze how a learning environment has been designed to teach scientific inquiry, as well as how it can…
Descriptors: Computer Games, Educational Games, Science Instruction, Instructional Design
Akkaya, Ali; Akpinar, Yavuz – Computer Science Education, 2022
Background and Context: Though still a nascent area of research, serious games have been presented as means of engaging students in computer programming and computational thinking due to their immersive and interactive nature. Existing research is limited in its ability to provide systems based on sound instructional design models, and only a few…
Descriptors: Experiential Learning, Educational Games, Instructional Design, Programming
Jose´ Nunes da Silva Ju´nior; Maria Elenir Nobre Pinho Ribeiro; Antonio Jose´ Melo Leite Junior; Maria Clara de Oliveira Alexandre; Francisco Serra Oliveira Alexandre; Andre´ Jalles Monteiro – Journal of Chemical Education, 2024
This work provides information about the design, implementation, and assessment of the instructional role of a bilingual (English and Portuguese) web-based board game designed to assist Brazilian Mechanical Engineering undergraduate students in reviewing the content related to thermodynamics, chemical equilibrium, and chemical kinetics. The game…
Descriptors: Educational Games, Web Sites, Chemistry, Science Education
Wang, Xiao-Ming; Yu, Xiao-Han; Hwang, Gwo-Jen; Hu, Qing-Nan – Educational Technology Research and Development, 2023
How to improve students' problem-solving skills and creativity and adapt them to the new situation of the twenty-first century is a rather important educational objective at present, and is expected to be for a long time to come. Project-based learning (PBL) is considered to be an approach that can develop students' higher-order thinking skills,…
Descriptors: Electronic Learning, Computer Mediated Communication, Peer Evaluation, Student Projects
Seyedahmad Rahimi; Valerie J. Shute; Curt Fulwider; Katie Bainbridge; Renata Kuba; Xiaotong Yang; Ginny Smith; Ryan S. Baker; Sidney K. D'Mello – Grantee Submission, 2022
Learning does not automatically occur by playing educational games; instead, learning opportunities should be carefully designed in such games. For instance, research has indicated the importance of embedding learning supports within educational games to promote learning and other outcomes (e.g., enjoyment). However, more research is needed to…
Descriptors: Educational Games, Time Factors (Learning), Instructional Design, Problem Solving
Inbar Haimovich; Malka Yayon; Vered Adler; Hagit Levy; Ron Blonder; Shelley Rap – Journal of Chemical Education, 2022
Chemical escape rooms (ChEsRms) are educational games in which students use their brain, chemical knowledge, intuition, and a bit of luck to solve a mystery. At the Weizmann Institute, we have developed ChEsRms that are implemented by teachers in their classes. Since the COVID-19 pandemic stopped all the educational activities that took place in…
Descriptors: Chemistry, Science Instruction, Teaching Methods, Science Activities
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
Agbo, Friday Joseph; Oyelere, Solomon Sunday; Suhonen, Jarkko; Laine, Teemu H. – Education and Information Technologies, 2021
Understanding the principles of computational thinking (CT), e.g., problem abstraction, decomposition, and recursion, is vital for computer science (CS) students. Unfortunately, these concepts can be difficult for novice students to understand. One way students can develop CT skills is to involve them in the design of an application to teach CT.…
Descriptors: Instructional Design, Game Based Learning, Computation, Thinking Skills
Jeff Bender – ProQuest LLC, 2023
At an unrivaled and enduring pace, computing has transformed the world, resulting in demand for a universal fourth foundation beyond reading, writing, and arithmetic: computational thinking (CT). Despite increasingly widespread acceptance of CT as a crucial competency for all, transforming education systems accordingly has proven complex. The…
Descriptors: Addictive Behavior, Game Based Learning, Evaluation Methods, Computation
Chen, Yu-Chi; Chao, Chi-Yu; Hou, Huei-Tse – Journal of Educational Computing Research, 2023
Pattern recognition is an important skill in computational thinking. In this study, an equation puzzle game was developed by combining pattern recognition with algebraic reasoning, and scaffolding was designed to support learners' learning. Sixty participants were enrolled in this study, divided into a control group and an experimental group to…
Descriptors: Pattern Recognition, Skill Development, Educational Games, Computation
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
Exploring the Effects of Designing a Role-Playing Game with Single and Peer Mode for Campus Learning
Wang, Yi-Hsuan – Educational Technology Research and Development, 2020
This study aims to extend the learning advantages of game-based learning from formal education to informal learning, and to develop a role-playing game (RPG) to help students familiarize themselves with a new school. Several game elements and principles were considered during the design stage, and the tasks were embedded into a macro-context to…
Descriptors: Instructional Design, Educational Games, Game Based Learning, Role Playing
Flores, Rejeenald M.; Rodrigo, Ma. Mercedes T. – Journal of Educational Computing Research, 2020
Wheel-spinning refers to the failure to master a skill in a timely manner or after a considerable number of practice opportunities. Several past studies have developed wheel-spinning models in the areas of Mathematics and Physics. However, no models have been made for the context of novice programming. The purpose of this study was to develop…
Descriptors: Mastery Learning, Novices, Programming, Computer Science Education
Shute, Valerie J.; Smith, Ginny; Kuba, Renata; Dai, Chih-Pu; Rahimi, Seyedahmad; Liu, Zhichun; Almond, Russell – Grantee Submission, 2020
In honor of Jim Greer, we share our recent work--a design and development study of various learning supports embedded within the game "Physics Playground." This 2-dimensional computer game is designed to help students learn Newtonian physics and uses stealth assessment to measure, in real-time, their physics understanding. The game…
Descriptors: Physics, Educational Games, Computer Games, Science Education
Mohd Radzi, Shanizan Herman; Tan, Wee Hoe; Yusoff, Amri – Malaysian Journal of Learning and Instruction, 2019
Purpose: This study examines the effects of a simulation board game for teaching and learning shipping management in higher education. A framework of comprehensive shipping operations is developed according to the syllabus of the Shipping Management course at Universiti Utara Malaysia. The course core content in the game covers two main…
Descriptors: Educational Games, Computer Games, Computer Simulation, Marine Education