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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
Kucher, Tetyana – International Journal of Technology in Education and Science, 2021
Playing games holds an important role in learning and development. While designing and using digital game-based learning (DGML) environments becomes more appealing to educators, there is a disconnect between the goals that educators try to achieve and the design strategies they utilize to achieve their goals. The inclusion of game elements alone…
Descriptors: Educational Principles, Best Practices, Instructional Effectiveness, Game Based Learning
Es-Sajjade, Abdelghani; Paas, Fred – Educational Technology Research and Development, 2020
Although educational games have been used for a considerable time, their true potential for enhancing achievement and motivation is still being explored. We argue in this paper that we may get closer to realizing this potential if the theoretical underpinning of educational games is improved. We developed a simple interactive math game based on…
Descriptors: Educational Theories, Educational Games, Computer Games, Computer System Design
Demir, Ö.; Taskin, B.; Seferoglu, S. S. – Journal of Educational Technology, 2020
This study aimed at examining the COTS (Commercial off the Shelf) games having strong potential for helping to enhance intrinsic motivation and computational thinking skills. To this end, STEAM game store was searched with the keywords of "programming, coding, computing, and algorithm". This search yielded 1,249 games. After eliminating…
Descriptors: Media Selection, Selection Criteria, Computer Games, Game Based Learning
Bartholdy, Stephan; Kipman, Ulrike – Journal of Global Education and Research, 2019
Complex Problem Solving (CPS) can be defined as those psychological processes that enable a person to achieve goals under complex conditions, which are characterized by their complexity, connectivity, dynamics, lack of transparency, and polytely. Although many hypothesized influences have previously been tested concerning their relevance for the…
Descriptors: Problem Solving, Academic Achievement, Psychological Patterns, Student Motivation
Yagci, Mustafa – Online Submission, 2016
The computer and internet technologies which show an immediate change and development, show its effect in educational field as well as all fields of life. One of the implementation areas of computer and internet technologies is the computer games. While the computer games provide recreational time to the users, it may provide environments for…
Descriptors: Efficiency, Educational Games, Computer Games, Technology Integration
Warr, Melissa; West, Richard E. – Interdisciplinary Journal of Problem-based Learning, 2020
This article describes the implementation of an interdisciplinary design studio as a means to teach creative problem-solving through project-based learning. "Learning and Innovation Skills" has been designated as a core skill that students need to be successful in today's world, and project-based learning is one approach to helping…
Descriptors: Interdisciplinary Approach, Student Projects, Active Learning, Teaching Methods
Liu, Min; Rosenblum, Jason A.; Horton, Lucas; Kang, Jina – Computers in the Schools, 2014
Given the growing popularity of digital games as a form of entertainment, educators are interested in exploring using digital games as a tool to facilitate learning. In this study, we examine game-based learning by describing a learning environment that combines game elements, play, and authenticity in the real world for the purpose of engaging…
Descriptors: Educational Games, Computer Games, Educational Environment, Educational Needs
Eseryel, Deniz; Law, Victor; Ifenthaler, Dirk; Ge, Xun; Miller, Raymond – Educational Technology & Society, 2014
Digital game-based learning, especially massively multiplayer online games, has been touted for its potential to promote student motivation and complex problem-solving competency development. However, current evidence is limited to anecdotal studies. The purpose of this empirical investigation is to examine the complex interplay between learners'…
Descriptors: Correlation, Teaching Methods, Computer Games, Learner Engagement
Offenholley, Kathleen – Journal of Mathematics Education at Teachers College, 2011
Video games have tremendous potential in mathematics education, yet there is a push to simply add mathematics to a video game without regard to whether the game structure suits the mathematics, and without regard to the level of mathematical thought being learned in the game. Are students practicing facts, or are they problem-solving? This paper…
Descriptors: Mathematics Instruction, Teaching Methods, Video Games, Educational Technology
Adolescent English Language Learners' Second Language Literacy Engagement in World of Warcraft (WoW)
Li, Zhuo – ProQuest LLC, 2011
As noted by researchers (Funk, Hagen, & Schimming, 1999; Squire, 2006; Williams, 2003), many youth today spend more time playing in digital worlds than reading, or watching TV or films. Though many people, parents and teachers, still take video games as mere entertainment, "gaming culture" (Sanford & Madill, 2007) and "game…
Descriptors: Limited English Speaking, English (Second Language), Adolescents, Teaching Methods
Eisenberg, Mike – Big6 Newsletter, 1998
Presents strategies for relating the Big6 information problem-solving process to sports to gain students' attention, sustain it, and make instruction relevant to their interests. Lectures by coaches, computer-based sports games, sports information sources, the use of technology in sports, and judging sports events are discussed. (LRW)
Descriptors: Athletics, Computer Games, Information Literacy, Information Skills
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers