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Showing 16 to 30 of 187 results Save | Export
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Huang, Yueh-Min; Silitonga, Lusia M.; Murti, Astrid T.; Wu, Ting-Ting – Journal of Educational Computing Research, 2023
Higher-order thinking skills (HOTS) are reliable predictors of success in school and the workplace. A typical technique for encouraging higher-order thinking is to use instructional design interventions that engage learners in simple cognitive activities. Business simulation game (BSG) is one of the types of interactive learning environments that…
Descriptors: Learner Engagement, Undergraduate Students, Business Administration Education, Educational Games
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Zhitian Skylor Zhang; Martina Seemann; Richard Joos; Markus Suren; Helge Fischer; Mathias Hofmann – Journal of Creative Behavior, 2025
Given the increasing emphasis on game-based approaches (GBAs) and the critical importance of cultivating creativity, there is an urgent need for a comprehensive examination of this emerging interdisciplinary field. The present study employs a scoping review methodology to provide an overview of the existing research that utilized GBAs as a means…
Descriptors: Creativity, Teaching Methods, Game Based Learning, Interdisciplinary Approach
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Yang, Xiaotong; Rahimi, Seyedahmad; Fulwider, Curt; Smith, Ginny; Shute, Valerie – Educational Technology Research and Development, 2022
The current study investigated students' gameplay behavioral patterns as a function of in-game learning supports delivery timing when played a computer-based physics game. Our sample included 134 secondary students (M = 14.40, SD = .90) from all over the United States, who were randomly assigned into three conditions: receiving instructional…
Descriptors: Student Behavior, Educational Games, Game Based Learning, Problem Solving
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Sarah Gerard; Emily Relkin; Claire Christensen; Naomi Hupert; Erika Gaylor – Society for Research on Educational Effectiveness, 2024
Background: Computational thinking (CT) is a way of thinking that helps children solve problems and complete tasks in more organized ways, using computer science skills. Prior research indicates that promoting CT skills in young children can support the acquisition of general problem solving (PS), executive function (EF), and social emotional…
Descriptors: Computation, Thinking Skills, Video Games, Computer Games
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Case, Adam – TechTrends: Linking Research and Practice to Improve Learning, 2022
This article presents an experimental first-year seminar that uses game-based learning to develop the creative problem-solving abilities of first-year college students at a mid-sized university. A discussion on how the computer game, "The Witness," was incorporated into the first-year seminar is given along with an overview of teaching…
Descriptors: Computer Games, Game Based Learning, Problem Solving, Creative Thinking
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Beltekin, Enes; Kuyulu, Ihsan – Asian Journal of Education and Training, 2020
The study was performed to examine university students' digital game playing motivation and problem solving skill levels. The research group consists of totally 586 students, 326 male and 260 female study at Bingöl University Physical Education and Sports Academy (PESA), Faculty of Arts and Sciences, and Faculty of Engineering and Architecture…
Descriptors: Computer Games, Motivation, Problem Solving, College Students
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Erbilgin, Evrim; Macur, Gregory Michael Adam – Journal on Mathematics Education, 2022
Solving arithmetic word problems has been a challenge for primary students due to difficulties in understanding the problem structure and relating the quantities in the problem to each other. This paper reports on an action research study to enhance students' subtraction word problem-solving skills. The authors observed that their students had…
Descriptors: Game Based Learning, Subtraction, Grade 2, Grade 3
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Gloria Concepcion Tenorio-Sepulveda; Katherine del Pilar Muñoz-Ortiz; Maria Soledad Ramirez-Montoya – Journal of Social Studies Education Research, 2025
Computational thinking (CT) is an indispensable higher-order competency in our complex, digitalized era; its development in students can be an effective tool for societal problem-solving. This research aimed to use an escape room to develop students' computational thinking using challenges oriented toward Sustainable Development Goal (SDG) 7 of…
Descriptors: Computation, Thinking Skills, Problem Solving, Game Based Learning
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Pill, Shane; Hyndman, Brendon; SueSee, Brendan; Williams, John – Journal of Teaching in Physical Education, 2021
Purpose: The research applies a multidisciplinary perspective to create knowledge and insight about the opportunities that digital game design principles offer to physical education (PE) pedagogy. Methods: Data were initially collected through an appreciative inquiry (AI). AI offers an alternative research perspective to critical theory that has…
Descriptors: Physical Education, Video Games, Computer Games, Design
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José Nunes da Silva Júnior; José Mariano de Sousa Oliveira; Jean-Yves Winum; Antonio José Melo Leite Junior; Francisco Serra Oliveira Alexandre; David Macedo do Nascimento; Ulisses Silva de Sousa; Antônia Torres Ávila Pimenta; André Jalles Monteiro – Journal of Chemical Education, 2024
The educational game Interactions 500 was extensively used remotely during the COVID-19 Pandemic as an activity at the Federal University of Ceará (Brazil) to help students review intermolecular forces. In the postpandemic years, the game was also used face-to-face in the classroom. However, Apple Store and Google Play Store removed it from their…
Descriptors: Chemistry, Science Activities, Educational Games, COVID-19
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Mauntel, Matthew; Levine, Benjamin; Plaxco, David; Zandieh, Michelle – Digital Experiences in Mathematics Education, 2021
We present results of a grounded analysis of individual interviews in which students play Vector Unknown -- a digital game designed to introduce visualizing vectors, scaling vectors, vector addition, and vector equations, attending to the geometric and algebraic representations of vectors. The game was designed to be used at the beginning of a…
Descriptors: Mathematics Education, Mathematics Activities, Educational Games, Computer Games
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Chen, Hsiu-Ling; Chuang, Yun-Chi – Journal of Computer Assisted Learning, 2021
The present study introduced Ren'py software as a digital storytelling (DST) tool to explore the effective use of digital game design learning in promoting critical thinking among high school students. A sample of 46 high school students enrolled in "Thinking Utopia," an elective course in critical thinking for civics education, was put…
Descriptors: Story Telling, Educational Games, Computer Games, High School Students
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Hong, Jon-Chao; Wu, Ching-Lin; Tseng, Chien-Chih; Chen, Hsueh-Chih – Creativity Research Journal, 2020
The Chinese Radical Assembly Game (CRAG) is an online platform that assesses the lexical competence. In which, individuals select different Chinese radicals to combine them and form a legitimate character. This concept is similar to that of creative synthesis. Therefore, this study aimed to examine whether the CRAG response process involves…
Descriptors: Problem Solving, Computer Games, Educational Games, Vocabulary Development
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Hava, Kevser; Guyer, Tolga; Cakir, Hasan – Educational Technology Research and Development, 2020
The purpose of this research is to investigate students' learning experiences in a systematic game development process. The study was conducted at a science and arts center, where gifted students can enroll in after-school activities. Fifteen students and one instructor participated in a 12-week problem-solving implementation. During the last five…
Descriptors: Academically Gifted, Teaching Methods, After School Programs, Problem Solving
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O'Grady-Jones, Mary; Grant, Michael M. – Gifted Child Today, 2023
The purpose of this research was to describe the impact of digital game building on fourth grade gifted and talented students' problem-solving, creativity, and collaboration skills. Increasingly, there has been a call to involve students in real-world experiences through projects that explore authentic issues using technology. Game design-based…
Descriptors: Academically Gifted, Talent, Computer Games, Educational Games
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