Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 7 |
Since 2016 (last 10 years) | 19 |
Since 2006 (last 20 years) | 25 |
Descriptor
Source
Author
Alexiou, Andreas | 1 |
Altanis, Ioannis | 1 |
An, Yun-Jo | 1 |
Annetta, Leonard | 1 |
Ayman Alzaid | 1 |
Brackenbury, Tim | 1 |
Brandon, Russell D. | 1 |
Cano-Iglesias, María José | 1 |
Celestini, Ann | 1 |
Cheng, Meng-Tzu | 1 |
Claudia Paciarotti | 1 |
More ▼ |
Publication Type
Education Level
High Schools | 6 |
Higher Education | 6 |
Postsecondary Education | 6 |
Secondary Education | 6 |
Elementary Education | 4 |
Middle Schools | 4 |
Grade 7 | 3 |
Intermediate Grades | 3 |
Junior High Schools | 3 |
Grade 10 | 2 |
Grade 5 | 2 |
More ▼ |
Audience
Location
Brazil | 4 |
Spain | 3 |
United States | 3 |
Australia | 2 |
Germany | 2 |
Greece | 2 |
United Kingdom | 2 |
Asia | 1 |
California (San Diego) | 1 |
Canada | 1 |
Connecticut | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Writing Apprehension Test | 1 |
What Works Clearinghouse Rating
Cömert, Zeynep; Samur, Yavuz – Interactive Learning Environments, 2023
Almost in every aspect of life, classification and categorization make it easier for humans to analyze complex structures and systems. In games, the classification of the players based on their demographics, behaviors, expectations and preferences of the game is important to increase players' motivation and satisfaction. Likewise, knowing the…
Descriptors: Classification, Student Characteristics, Models, Student Motivation
Gabriele Bertozzi; Claudia Paciarotti; Massimiliano M. Schiraldi – European Journal of Engineering Education, 2024
Serious games are instructional tools that harmonise different pedagogical approaches and pursue specific behavioural and learning outcomes. Characterised by flexibility and complexity, serious games can draw from a vast number of elements and game mechanics. We argue that such adaptability requires specific pedagogical competencies from designers…
Descriptors: Engineering Education, Educational Games, Design, Student Motivation
Brackenbury, Tim; Kopf, Lisa – Perspectives of the ASHA Special Interest Groups, 2022
Purpose: Serious games and gamification are evidence-based forms of game-based learning that facilitate student/client instruction. Serious games are activities that directly incorporate educational content into games; gamification integrates characteristics of games into nongame activities. They both promote learning by increasing students'…
Descriptors: Game Based Learning, Educational Games, Student Motivation, Communication Disorders
Ethlyn Saltzman – ProQuest LLC, 2022
The study examined the effects of a new game mechanic on collaborative learning and mathematical discourse when playing a digital geometry puzzle game. For this study, two new versions of the game "Noobs vs. Leets" were developed. Both versions of the game teach the concepts of complementary and supplementary angles and the angle sum…
Descriptors: Cooperative Learning, Geometry, Mathematics Instruction, Video Games
Wommer, Fernanda Gabriela Bitencourt; Sepel, Lenira Maria Nunes; Loreto, Elgion Lucio Silva – Research in Science & Technological Education, 2023
Background: Gamification is the use of game design elements, such as rules of play, point scoring and competition, in a non-game context, in learning activities. We designed a game, based on the famous augmented reality game "Pokémon GO," called Insects GO in which players should capture images of real insects with their mobile phones.…
Descriptors: Gamification, Entomology, Middle School Students, Student Attitudes
Ayman Alzaid – ProQuest LLC, 2023
As computer games become integral to students' learning experiences, this dissertation investigates the impact of educational game-based learning on mathematical outcomes and attitudes among elementary school students. Employing data science techniques, including statistical approaches and quantitative analysis through data mining of gameplay data…
Descriptors: Computer Games, Outcomes of Education, Game Based Learning, Mathematics Instruction
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
Li, Lan – Journal of the Scholarship of Teaching and Learning, 2020
Game-based learning has become increasingly popular in recent years and has drawn an increasing level of attention in education. While the preliminary findings of educational gaming impact are quite promising, the current dilemma is the disconnect between what is available on the market and what is needed in the classroom. There has been an…
Descriptors: Computer Simulation, Electronic Learning, Web Based Instruction, Game Based Learning
Rebelo, Sofia; Isaías, Pedro – Journal of Information Technology Education: Research, 2020
Aim/Purpose: As e-Learning becomes increasingly pervasive, students' engagement in online settings emerges as a central challenge, as it is often more demanding to ensure in this context. The core importance of engagement for e-Learning, places a focus on various instruments and strategies that can be deployed to foster its enhancement.…
Descriptors: Educational Technology, Electronic Learning, Learner Engagement, Game Based Learning
Celestini, Ann – Canadian Journal of Learning and Technology, 2020
Games have been socially entrenched throughout history as a form of entertainment. Current rapidly changing technological advances have permitted an increasingly prominent means of utilizing these entertainment sources in an instructional capacity for educational purposes. As a result, serious games focus on engaging learners in activities which…
Descriptors: Higher Education, Distance Education, Game Based Learning, Educational Games
Schimanke, Florian; Mertens, Robert; Vornberger, Oliver – International Journal on E-Learning, 2017
Learning games are an ideal vessel for many kinds of learning content. Playful interaction with the subject matter makes the human mind more receptive and thus learning itself more effective. Well designed games also come with an addictive game-play that makes users want to play the game over and over. This is intended in fun games but it can be…
Descriptors: Educational Games, Design, Student Motivation, Repetition
Alexiou, Andreas; Schippers, Michaéla C. – Education and Information Technologies, 2018
The primary aim of this paper is to identify and theoretically validate the relationships between core game design elements and mechanics, user motivation and engagement and consequently learning. Additionally, it tries to highlight the moderating role of player personality traits on learning outcomes and acceptance and suggest ways to incorporate…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Student Motivation
Walkington, Candace – Grantee Submission, 2020
This paper responds to a 2016 systematic literature review of the research on learning games by Ke (2016). The review paper unpacked the idea of intrinsic integration in learning games, analyzing important emergent themes. The key ideas and the value of this review are discussed in the context of the recent shift to virtual instruction. The…
Descriptors: Educational Games, Teaching Methods, Educational Technology, Technology Uses in Education
Viswanathan, Shekar; Radhakrishnan, B. – International Journal of Game-Based Learning, 2018
A novel approach to teaching concepts using game design in the graduate sustainability and engineering management programs is illustrated. These student-built games tied to demonstrate the course learning outcomes (CLOs) were tested in a classroom environment. This pilot study's impact on student learning, motivation, creativity, engagement,…
Descriptors: Teaching Methods, Student Motivation, Creativity, Learner Engagement
Zarzycka-Piskorz, Ewa – Teaching English with Technology, 2016
Gamification is not a very new concept. It is the use of game elements and game design techniques in a non-game context. It is used in various contexts for various purposes. There is strong evidence that shows the relationship between game playing and increased motivation. More and more learning games emerge and bring a promise to help to learn a…
Descriptors: Educational Games, Student Motivation, Grammar, Teaching Methods
Previous Page | Next Page »
Pages: 1 | 2