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Ayse Arikan Dönmez; Afra Çalik; Kübra Terzi; Sevgisun Kapucu – Education and Information Technologies, 2025
The present pilot study aimed to develop, implement, and evaluate an escape room game for oncologic emergencies. This quasi-experimental pilot study was developed and evaluated by teachers for an oncology nursing course. A total of 76 nursing students ?participated in the study. After completing the game, students were given access to the data…
Descriptors: Puzzles, Educational Games, Undergraduate Students, Nursing Students
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
Cohen, Alex; Alden, John; Ring, Jonathan – Journal of Political Science Education, 2021
Active learning--and gaming, in particular--is now a well-established part of many political science courses. First, we discuss the design and implementation of a "Gateway Game", a pedagogical tool with broad applicability and test its effectiveness in increasing student motivation, satisfaction, and learning. Crucially, we provide…
Descriptors: Educational Games, Active Learning, Political Science, Student Interests
Glover, Kevin R.; Bodzin, Alec – TechTrends: Linking Research and Practice to Improve Learning, 2021
Career and Technical Education (CTE) Emerging Health Professional (EHP) programs are primarily populated by female students in the U.S. The development and testing of innovative educational models such as serious simulation games have been suggested for greater internalization of hand hygiene best practices behaviors for EHP students, but 50% of…
Descriptors: Student Centered Learning, Hygiene, Best Practices, Vocational Education
Glover, Kevin R.; Bodzin, Alec – Career and Technical Education Research, 2020
A Value-Achievement-Cost (VAC) Survey was psychometrically tested to continue to establish its predictive utility for future research with 12th grade female Career and Technical Education (CTE) health science classroom cohorts of less than 50 students. In this study, a 10-construct, 46-item VAC Survey was administered to 31 college-bound 12th…
Descriptors: Test Validity, Student Motivation, Grade 12, Student Surveys
Sendra, Anna; Lozano-Monterrubio, Natàlia; Prades-Tena, Jordi; Gonzalo-Iglesia, Juan Luis – International Journal of Game-Based Learning, 2021
This paper introduces the results of applying a gameful approach based on six playful activities as a tool to improve the learning process in higher education. A total of 850 students from different courses of Universitat Rovira i Virgili (Spain) were involved in the study. The strategy was evaluated through a participant observation (active and…
Descriptors: Game Based Learning, Educational Games, Role Playing, Simulation
Buil, Isabel; Catalán, Sara; Martínez, Eva – British Journal of Educational Technology, 2020
This research draws on the self-system model of motivational development to explain how the use of business simulation games in class facilitates students' engagement and enhances their learning. Based on a survey of 360 undergraduate students who played a business simulation game in a marketing course, the findings show that students' perceptions…
Descriptors: Undergraduate Students, Business Administration Education, Educational Games, Simulation
World of Wordcraft: Foreign Language Grammar and Composition Taught as a Term-Long Role-Playing Game
Gellar-Goad, T. H. M. – Arts and Humanities in Higher Education: An International Journal of Theory, Research and Practice, 2015
This article outlines an innovative approach to the instruction of foreign languages: a term-long role-playing game in the style of tabletop role-playing games such as "Dungeons & Dragons." Students adopt personas, avatars, or "player characters" and take them through adventures, exploration, puzzles, and fights with…
Descriptors: Second Language Instruction, Role Playing, Educational Games, Undergraduate Study
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
Liao, C. C. Y.; Chen, Z-H.; Cheng, H. N. H.; Chen, F-C.; Chan, T-W. – Journal of Computer Assisted Learning, 2011
In the last decade, more and more games have been developed for handheld devices. Furthermore, the popularity of handheld devices and increase of wireless computing can be taken advantage of to provide students with more learning opportunities. Games also could bring promising benefits--specifically, motivating students to learn/play, sustaining…
Descriptors: Feedback (Response), Educational Games, Computers, Arithmetic
Noemí, Peña-Miguel; Máximo, Sedano Hoyuelos – Universal Journal of Educational Research, 2014
The introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also…
Descriptors: Educational Technology, Educational Games, Video Games, Teaching Methods
Offenholley, Kathleen – Journal of Mathematics Education at Teachers College, 2011
Video games have tremendous potential in mathematics education, yet there is a push to simply add mathematics to a video game without regard to whether the game structure suits the mathematics, and without regard to the level of mathematical thought being learned in the game. Are students practicing facts, or are they problem-solving? This paper…
Descriptors: Mathematics Instruction, Teaching Methods, Video Games, Educational Technology
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning

Brewbaker, James M. – English Journal, 1972
Games provide a stimulating environment for language use and help bridge the gap between the student's world and the world of fiction. (Author/SP)
Descriptors: Educational Games, English Curriculum, Game Theory, Simulation

Henson, Kenneth T. – NASSP Bulletin, 1982
Reviews the literature concerning the advantages and uses of simulation games as a mode of instruction. Offers guidelines on developing such games for classroom use. Concludes that simulation games can increase student motivation, retention, and development of social skills. (Author/WD)
Descriptors: Educational Games, Elementary Secondary Education, Interpersonal Competence, Simulation