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Kevser Hava; Mete Akcaoglu – Journal of Teacher Education and Educators, 2025
In this quasi-experimental study, we examined the effect of a self-reflection activity on the utility value of pre-service teachers in teaching game design. A pretest-posttest design was used to determine any differences associated with the intervention. 129 pre-service teachers from different majors participated in the study. The participants…
Descriptors: Preservice Teachers, Teacher Attitudes, Reflection, Computer Games
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Riyan Hidayat; Tay Ying Qi; Putri Nur'Afrina Binti Tajul Ariffin; Mohamad Hafizullah Bin Mohd Hadzri; Lin Mei Chin; Jacqueline Lee Xuan Ning; Nurihan Nasir – International Electronic Journal of Mathematics Education, 2024
In contemporary education, game-based learning (GBL) has become a captivating instructional method applied across various academic subjects, including mathematics. The utilization of online GBL in mathematics education constitutes a segment of the activities that mathematics educators can employ during their lessons to teach students and enhance…
Descriptors: Game Based Learning, Mathematics Education, Age Groups, Literature Reviews
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Kai Guo; Yuchun Zhong; Zamzami Zainuddin; Samuel Kai Wah Chu – Education and Information Technologies, 2024
Given the crucial role of writing in both academic and workplace settings, teachers should constantly seek effective ways to improve their students' writing skills. The use of games or their elements to support the teaching and learning of writing has gained much attention in language education studies. Despite the increasing number of empirical…
Descriptors: Game Based Learning, Educational Games, Writing Instruction, Teaching Methods
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Kuuku Nyameye Wilson; Benjamin Ghansah; Patricia Ananga; Stephen Opoku Oppong; Winston Kwamina Essibu; Einstein Kow Essibu – Education and Information Technologies, 2025
This systematic literature review examines the use of computer games as instructional aids in the teaching and learning of programming. With the ubiquitous nature of technology permeating various aspects of modern life, the integration of gaming devices into educational settings has garnered increased attention. This paper investigates whether…
Descriptors: Literature Reviews, Computer Games, Technology Uses in Education, Educational Technology
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Kai-Lin Yang; Chia-Yang Chen – Education and Information Technologies, 2024
Game-based learning, which includes non-digital and digital games, highlights the benefits of games in terms of players' learning and engagement. Whereas contemporary research focuses more on digital than non-digital game-based learning, more studies shall compare the effects between the two types of game-based learning and their integration. This…
Descriptors: Game Based Learning, Computer Games, Spatial Ability, Grade 5
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LaToyia R. Stewart – Journal of Research Initiatives, 2024
Attention deficient hyperactivity disorder (ADHD) is the most common childhood neurodevelopment disorder, and severe digital game use has recently shown significant promise in this psychotherapeutic area. Digital serious games have also been used as an innovative teaching and learning approach. This study aimed to explore middle school teachers'…
Descriptors: Teacher Attitudes, Attention Deficit Hyperactivity Disorder, Educational Games, Educational Innovation
Y. Vijaya Lakshmi; Ishfaq Majid – Online Submission, 2025
Games play a very important role in promoting incidental learning and help in exploring both the conscious and subconscious processes such as insight of a learner. Digital Game-Based Learning and assessments are now an integral part of educational practices. When designed effectively digital games can take the learners from the stage of…
Descriptors: Game Based Learning, Computer Games, Teaching Methods, Thinking Skills
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Benjamin Emihovich – TechTrends: Linking Research and Practice to Improve Learning, 2024
Serious games, board games, and well-designed commercial video games represent emerging technologies that have been utilized by instructors to help students develop systems thinking skills. In this paper, the author proposes an innovative pedagogical framework that can support educators using digital game-based learning in higher education. By…
Descriptors: Game Based Learning, Technology Uses in Education, Thinking Skills, Systems Approach
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Treice de Oliveira Moreira; Cláudio Azevedo Passos; Flávio Roberto Matias da Silva; Paulo Márcio Souza Freire; Isabel Fernandes de Souza; Cláudia Rödel Bosaipo Sales da Silva; Ronaldo Ribeiro Goldschmidt – Education and Information Technologies, 2024
The problem of propagating disinformation (a.k.a. "fake news") on social media has increased significantly in the last few years. There are several initiatives around the world to combat this serious problem. Maybe the most promising ones involve training people to identify "fake news." The use of digital educational games…
Descriptors: Deception, News Reporting, Misinformation, Portuguese
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Sanda Vere?; Ana-Simona Ilie; Paula Maria Buda – Romanian Review of Geographical Education, 2024
The purpose of this study is to investigate primary school teachers' perceptions regarding the frequency of using educational platforms, digital applications, and videos for teaching science and geography. Data collection was carried out through a questionnaire survey in which 107 primary school teachers voluntarily participated. The analysis…
Descriptors: Films, Elementary School Students, Teaching Methods, Computer Games
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Hatice Kübra Isik; Aysegül Liman Kaban – Journal of Educational Technology and Online Learning, 2025
Educational digital escape games (EDEGs) are digital versions of escape rooms where players solve puzzles and complete challenges to achieve educational goals. This study investigates the effects of EDEGs on the academic achievement and motivation of elementary school students in mathematics. Using an explanatory sequential mixed-method design, 45…
Descriptors: Grade 3, Elementary School Students, Teaching Methods, Student Motivation
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Eva Fidia Lestari; Masagus Firdaus; Hanni Yukamana – Journal of English Teaching, 2024
The pandemic has affected many aspects of our lives including education and that has caused the Government to provide alternative teaching methods and make recommendations for online learning. Since smartphones and laptops using the internet are the only tools for learning, students are increasingly playing online games and being exposed to…
Descriptors: Grade 7, Computer Games, Video Games, Game Based Learning
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Fernando Almeida; Zoltan Buzady – Technology, Knowledge and Learning, 2024
This study explores the contribution of serious game teaching technology, such as FLIGBY, to the development of entrepreneurial learning outcomes in the context of an entrepreneurship course in higher education. The sample is composed of 551 students through the construction of a randomized pretest-posttest control group. A quantitative…
Descriptors: Entrepreneurship, Outcomes of Education, Comparative Analysis, Game Based Learning
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Xianlin Liu; Khalid Abdullah Alotaibi; Arash Hashemifardnia – European Journal of Education, 2025
In recent years, the integration of digital technologies into language learning has gained significant attention, particularly in the context of English as a Foreign Language (EFL) education. However, there remains a gap in understanding the broader affective and cognitive benefits of serious game-based learning (SGBL) in this field. The present…
Descriptors: Game Based Learning, Comparative Analysis, English (Second Language), Second Language Learning
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Rahul Mohandas; Subhashree Mohapatra – Digital Education Review, 2025
Game-based learning (GBL) is an effective learning tool for medical and dental undergraduates in enhancing knowledge and skills as well as gaining student engagement and motivation. Educational games can create a social constructivist learning environment, where learners can construct their knowledge through interactions with their peers and…
Descriptors: Undergraduate Students, Dentistry, Game Based Learning, Student Motivation
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