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Showing 1 to 15 of 33 results Save | Export
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Osman Özdemir – Journal of Computer Assisted Learning, 2025
Background: In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are…
Descriptors: Game Based Learning, Video Games, Academic Achievement, Student Motivation
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Cengiz Gunduzalp – Journal of Education in Science, Environment and Health, 2024
This study was done to find out what students thought about the variables of perceived control, perceived learning, perceived benefit, interest, motivation, affective components, attitude, behavioral components, and learning experience when using digital games in information and communication technologies courses. As a case study, the study was…
Descriptors: Educational Games, Educational Technology, Biochemistry, Student Attitudes
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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
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Suritno Fayanto; Saida Ulfa; Henry Praherdhiono; Nanda Deviana Shinta; Amiruddin Takda; La Sahara; Nasrun Balulu – Journal of Learning for Development, 2023
The Indonesian Ministry of Education pays a lot of attention to education in remote areas. The lack of equal education and the level of access to education are two of the main reasons. In remote areas of Indonesia, there are still very few educational facilities, either in the form of infrastructure or other facilities, one of which is learning…
Descriptors: Foreign Countries, Rural Areas, Access to Education, Educational Technology
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Selçuk Alkan; Tuba Ada – International Journal for Technology in Mathematics Education, 2023
Designing a digital game using method, activities, contexts and problems which have been proved to be effective in mathematics education for a long time, will increase the effectiveness and success of the game. The purpose of this study was to reflect the digital game design process for the area concept. The design-based research method was used…
Descriptors: Video Games, Computer Games, Mathematics Education, Educational Technology
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Hacer Efe; Ünsal Umdu Topsakal – Interactive Learning Environments, 2024
Interactive learning environments are new generation learning environments that support the use of technology in education. The most popular and most entertaining of these technological learning environments are digital games. Within the scope of the study, digital games and health education related keywords were searched in ProQuest, Web of…
Descriptors: Interaction, Educational Technology, Video Games, Health Education
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Birinci, Yakup Zühtü; Korkmaz, Nimet Hasil; Deniz, Murat; Pancar, Serkan; Çetinoglu, Gökhan; Topçu, Hüseyin – Journal of Educational Issues, 2021
Growing studies show that exergames (EG) which can combine physical activity (PA) and games is an effective educational tool in physical education (PE). The purpose of this research was to evaluate the effect of dance-based EG on the attitude of 8th grade female students towards PE. The research group consists of 15 female students who are…
Descriptors: Exercise, Physical Activities, Physical Education, Teaching Methods
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Muñoz González, Juan Manuel; de Castro Castro, Carmen; Brazo Millán, Ana Isabel – Digital Education Review, 2021
With the understanding that videogames have become a powerful resource not only for entertainment but also as an educational resource for foreign language teaching today, the objective of this study was to examine the use of the videogame "Broken Sword" for the teaching of French as a foreign language in a higher education setting. To…
Descriptors: Video Games, Teaching Methods, Second Language Instruction, French
Tally, William; Brett, Jessica; Parris, John – Education Development Center, Inc., 2022
Since 2012, the Prudence Foundation has been working to address the gap in financial literacy in developing nations by creating and distributing financial literacy media and curricula targeting 7- to 10-year-olds in Asia and, more recently, Africa. "Cha-Ching!" is a multipronged learning initiative that reaches children, teachers, and…
Descriptors: Financial Literacy, Game Based Learning, Interaction, Video Games
Tally, William; Brett, Jessica; Parris, John – Education Development Center, Inc., 2022
This report shares findings from EDC's evaluation study of "Cha-Ching Money Adventures." "Cha-Ching" is an interactive learning game that introduces 7- to 10-year-olds to fundamental financial concepts and fosters family dialogue about financial decisions. The authors found that the game was engaging for eight- and…
Descriptors: Financial Literacy, Game Based Learning, Interaction, Video Games
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Çakir, Nur Akkus; Çakir, Murat Perit; Lee, Frank J. – Educational Technology Research and Development, 2021
This paper presents a game-design workshop built around a digital art installation featuring video games displayed over a real-world skyscraper to stimulate students' interest in computer science and a study testing its short-term effects on improving middle school students' computational thinking (CT) skills and attitudes towards computing.…
Descriptors: Thinking Skills, Problem Solving, Computation, Video Games
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Loban, Rhett – E-Learning and Digital Media, 2021
This article explores the use of modding as a formal tool for learning history. The article examines data from a formal analysis of Europa Universalis IV (EUIV), a survey of 331 EUIV forum participants and a case study of 18 university participants. Significant quantitative survey data indicated that 45% (149/331) of participants had modified…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, College Students
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Zielinski, Dianne – International Journal of Game-Based Learning, 2019
As part of a final project for a general psychology course, students were required to play a game, either digital/video or on a board. Students selected their own games, and were asked to identify psychological principles in their game play. Topics included the brain, sensation and perception, human development, learning, motivation, intelligence,…
Descriptors: Games, Concept Formation, College Students, Psychology
Pamela Sveitlana Gibbs – ProQuest LLC, 2020
Advancements in technology have increased so rapidly that calls for education reform centering on STEM have become louder and louder. Particularly, many researchers and educators are focusing on math, because of its pivotal role in STEM, and the low-performance ratings of students within the United States. One of the potential reforms being…
Descriptors: Educational Technology, Game Based Learning, Video Games, Middle School Students
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Valentine, Andrew; Lowenhoff, Stephanie; Marinelli, Melissa; Male, Sally; Hassan, Ghulam Mubashar – European Journal of Engineering Education, 2020
Engineering professionals are expected to conduct their work in an ethical manner. However, students may receive limited instruction on ethics and demonstrate resistance to learning about ethics in practice, contributing to graduates being ill-prepared to face ethical dilemmas in the workplace. This study investigated the nascent learning by…
Descriptors: Ethics, Engineering Education, Workshops, Video Technology
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