Publication Date
In 2025 | 1 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 5 |
Descriptor
Game Based Learning | 5 |
Grade 8 | 5 |
Program Effectiveness | 5 |
Video Games | 4 |
Foreign Countries | 3 |
Student Attitudes | 3 |
Student Motivation | 3 |
Cooperation | 2 |
Cooperative Learning | 2 |
Educational Games | 2 |
Educational Technology | 2 |
More ▼ |
Source
AERA Online Paper Repository | 1 |
British Journal of… | 1 |
International Educational… | 1 |
Journal of Science Education… | 1 |
Journal of Teacher Education… | 1 |
Author
Abebayehu Yohannes | 1 |
Célia Ferreira | 1 |
Desmarais, Michel, Ed. | 1 |
Elisa Saraiva | 1 |
Erzsébet Antal | 1 |
Erzsébet Korom | 1 |
Fábio Faria | 1 |
Hsiu-Ling Chen | 1 |
Hsu, Kuang-Chen | 1 |
Hsu, YuPing | 1 |
Lilla Bónus | 1 |
More ▼ |
Publication Type
Reports - Research | 4 |
Journal Articles | 3 |
Collected Works - Proceedings | 1 |
Speeches/Meeting Papers | 1 |
Education Level
Elementary Education | 5 |
Grade 8 | 5 |
Junior High Schools | 5 |
Middle Schools | 5 |
Secondary Education | 5 |
Grade 4 | 1 |
Grade 5 | 1 |
Grade 6 | 1 |
Grade 7 | 1 |
High Schools | 1 |
Higher Education | 1 |
More ▼ |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
Lilla Bónus; Erzsébet Antal; Erzsébet Korom – Journal of Science Education and Technology, 2024
This research focuses on "BioScientist," a digital game-based, inquiry-based learning program embedded in the biology curriculum that develops inquiry skills in 8th-grade students. The aim of this paper is to demonstrate a combination of elements of digital game-based learning (DGBL) with inquiry-based learning (IBL) through…
Descriptors: Educational Technology, Game Based Learning, Video Games, Inquiry
Elisa Saraiva; Fábio Faria; Célia Ferreira; Maria Manuel Azevedo – Journal of Teacher Education for Sustainability, 2024
There is a consensus that the content of education for sustainability should be integrated into the curriculum, engaging students in activities that promote awareness and practice of sustainability. To achieve this goal, it is essential to adopt a student-centered approach that involves creative, stimulating, and challenging activities. This…
Descriptors: Sustainability, Student Centered Learning, Grade 8, Outdoor Education
Hsu, Kuang-Chen; Hsu, YuPing; Olesh, Ryan – AERA Online Paper Repository, 2017
This study attempts to gain insight into whether and what types of gamification have the potential to contribute to students' learning performances while also remaining gender equality in science education. Two types of game elements including competition (gamified animation) and cooperation (social gamified animation) were integrated into an…
Descriptors: Educational Games, Educational Technology, Animation, Video Games
Lynch, Collin F., Ed.; Merceron, Agathe, Ed.; Desmarais, Michel, Ed.; Nkambou, Roger, Ed. – International Educational Data Mining Society, 2019
The 12th iteration of the International Conference on Educational Data Mining (EDM 2019) is organized under the auspices of the International Educational Data Mining Society in Montreal, Canada. The theme of this year's conference is EDM in Open-Ended Domains. As EDM has matured it has increasingly been applied to open-ended and ill-defined tasks…
Descriptors: Data Collection, Data Analysis, Information Retrieval, Content Analysis