Publication Date
In 2025 | 0 |
Since 2024 | 4 |
Since 2021 (last 5 years) | 9 |
Since 2016 (last 10 years) | 15 |
Since 2006 (last 20 years) | 21 |
Descriptor
Educational Games | 21 |
Knowledge Level | 21 |
Student Motivation | 21 |
Foreign Countries | 13 |
Teaching Methods | 12 |
Game Based Learning | 9 |
Learner Engagement | 9 |
Student Attitudes | 8 |
Academic Achievement | 7 |
Video Games | 7 |
Instructional Effectiveness | 6 |
More ▼ |
Source
Author
Publication Type
Journal Articles | 16 |
Reports - Research | 15 |
Collected Works - Proceedings | 4 |
Dissertations/Theses -… | 1 |
Information Analyses | 1 |
Reports - Descriptive | 1 |
Tests/Questionnaires | 1 |
Education Level
Audience
Teachers | 1 |
Location
Australia | 3 |
Germany | 3 |
Brazil | 2 |
Israel | 2 |
Asia | 1 |
Colombia | 1 |
Connecticut | 1 |
Denmark | 1 |
Egypt | 1 |
Estonia | 1 |
European Union | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Program for International… | 1 |
What Works Clearinghouse Rating
Lusia Maryani Silitonga; Budi Dharmawan; Astrid Tiara Murti; Ting-Ting Wu – Journal of Educational Computing Research, 2024
Business simulation games (BSG) offer a unique opportunity to provide students with hands-on experience in a simulated business environment. This study aims to explore the effectiveness of BSG in promoting entrepreneurial intentions and competencies among undergraduate students. The study was conducted with 48 students, who participated in BSG as…
Descriptors: Entrepreneurship, Intention, Competence, Simulation
Jelena Ilic; Mirjana Ivanovic; Aleksandra Klašnja-Milicevic – Journal of Baltic Science Education, 2024
STEM education, which includes science, technology, engineering and mathematics, has been expanding for the past two decades. This study aimed to map new trends and the possibility of implementing digital game-based learning (DGBL) in STEM education. For this purpose, a systematic literature review was conducted. The resulting sample was further…
Descriptors: Game Based Learning, STEM Education, Student Motivation, Video Games
Pradorn Sureephong; Suepphong Chernbumroong; Pakinee Ariya; Kannikar Intawong; Kitti Puritat – Education and Information Technologies, 2024
This study examines the effectiveness of a new approach for a university transition program that uses a location-based game to familiarize first-year students with the university environment during the COVID-19 pandemic. The study involved 775 university students from 15 faculties, 9 from Human and Social Sciences and 6 from Technology and…
Descriptors: Educational Games, Transitional Programs, Student Motivation, Intellectual Disciplines
Macías-Guillén, Almudena; Díez, Raquel Montes; Serrano-Luján, Lucía; Borrás-Gené, Oriol – Education Sciences, 2021
Educational Escape Room is an innovative method used in classrooms to motivate students. This article describes a version of Educational Escape Room applied to undergraduate students. Specifically, this work presents an adaptation of the method called Educational Hall Escape, characterized by the resolution of challenges in a game-adapted room in…
Descriptors: Student Motivation, Undergraduate Students, Teaching Methods, Instructional Effectiveness
Lopez-Fernandez, Daniel; Gordillo, Aldo; Alarcon, Pedro P.; Tovar, Edmundo – IEEE Transactions on Education, 2021
Contribution: This article provides evidence on the effectiveness of game-based learning (GBL) for computer science education when using educational video games created by teachers using authoring tools. Background: Although teacher-oriented authoring tools for creating educational video games can help overcome the main barriers hampering the use…
Descriptors: Game Based Learning, Educational Games, Video Games, Computer Science Education
El Mawas, Nour; Trúchly, Peter; Podhradský, Pavol; Medvecký, Martin; Muntean, Cristina Hava – Knowledge Management & E-Learning, 2022
The number of science, technology, engineering, and mathematics (STEM)-related jobs is increasing all around the world and especially in Europe. However, teachers face many difficulties in making STEM related classes more attractive and motivating the students to learn. This paper presents two case studies involving 116 students from two European…
Descriptors: STEM Education, Game Based Learning, Computer Games, Student Motivation
Acosta-Medina, Julieth Katherin; Torres-Barreto, Martha Liliana; Cárdenas-Parga, Andrés Felipe – Australasian Journal of Educational Technology, 2021
Virtual education faces tremendous challenges such as lack of motivation and high dropout rates. However, one solution to this problem is the incorporation of digital pedagogical strategies based on gamification, which promote interest, facilitate the learning process, and contribute to reducing dropout. In this sense, we evaluated the student's…
Descriptors: Student Motivation, Preferences, College Students, Game Based Learning
Meital Amzalag; Dorin Kadusi; Shimon Peretz – Journal of Educational Computing Research, 2024
Abundant research has tried to understand how games can be designed and used effectively to improve the learning process and to examine the correlations between digital learning games and student motivation, engagement, and knowledge retention. The current study examined the correlation between learning through digital game-based learning (DGBL)…
Descriptors: Learner Engagement, Academic Achievement, Game Based Learning, Electronic Learning
Yu, Zhonggen; Gao, Mingle; Wang, Lifei – Journal of Educational Computing Research, 2021
While educational games have been increasingly popular in education, insufficient studies have comprehensively reviewed their effectiveness. To complement this missing link, this study explored game-based learning outcomes including academic achievements, problem-solving, and critical thinking abilities, knowledge, learning efficiency, skills,…
Descriptors: Instructional Effectiveness, Educational Games, Game Based Learning, Student Motivation
Borsos, Eva – Journal of Biological Education, 2019
This study presents a new technique, the "Which plant am I?" game, which helps to increase pupils' plant knowledge, while motivate them to become familiar with more plants. On the other hand pupils' plant knowledge was tested in Serbia. The "Which Plant Am I?" game was tested with two groups of pupils (in average 11 years old).…
Descriptors: Elementary School Science, Biology, Plants (Botany), Educational Games
Mozelius, Peter; Fagerström, Andreas; Söderquist, Max – Electronic Journal of e-Learning, 2017
Game-based learning has been a strong emerging trend in the 21st century, but several research studies on game-based learning reports that the educational potential of games has not been fully realised. Many educational games do not combine learning outcomes with entertaining gameplay. At the same time as there is a tendency to digitise and…
Descriptors: Teaching Methods, Educational Games, Student Motivation, Knowledge Level
O'Rourke, John; Main, Susan; Hill, Susan M. – Australian Journal of Teacher Education, 2017
In this paper we report on a study of the implementation of handheld game consoles (HGCs) in 10 Year four/five classrooms to develop student automaticity of mathematical calculations. The automaticity of mathematical calculations was compared for those students using the HGC and those being taught using traditional teaching methods. Over a school…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Video Games
Oberle, Monika; Leunig, Johanna – Citizenship, Social and Economics Education, 2016
Civics courses strive to promote students' political competencies, which according to the model of Detjen et al. incorporate content knowledge, abilities to make political judgements and take political action, as well as motivational skills and attitudes. For achieving these goals, high hopes are placed on active learning tools such as political…
Descriptors: Foreign Countries, Citizenship Education, Civics, Simulation
Chen, Ming-Puu; Wong, Yu-Ting; Wang, Li-Chun – Educational Technology Research and Development, 2014
The purpose of this study was to examine the effects of the type of exploratory strategy and level of prior knowledge on middle school students' performance and motivation in learning chemical formulas via a 3D role-playing game (RPG). Two types of exploratory strategies-RPG exploratory with worked-example and RPG exploratory without…
Descriptors: Middle School Students, Chemistry, Scientific Concepts, Mathematical Formulas
Fang, Jun – ProQuest LLC, 2012
Two critical issues are of great concern in engineering education today: the increasingly broad requirements for 21st-century engineers and the lack of effective instructional approaches needed to produce students who meet the requirements. However, pedagogical approaches in engineering have remained relatively unchanged for the last 40 years and…
Descriptors: Engineering, Engineering Education, College Freshmen, Learner Engagement
Previous Page | Next Page »
Pages: 1 | 2