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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
Pinelopi Krystalli; Panayiotis Arvanitis – European Journal of Education (EJED), 2024
Digital games and related technologies are increasingly transcending their traditional boundaries, as evidenced by the expanding field of serious and pervasive games. The concept of "gamification" represents the latest phase in this evolution, referring to the integration of game-like elements into nongame contexts to enhance user…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Computer Games
Ekström, Sara; Pareto, Lena – Education and Information Technologies, 2022
The idea of using social robots for teaching and learning has become increasingly prevalent and robots are assigned various roles in different educational settings. However, there are still few authentic studies conducted over time. Our study explores teachers' perceptions of a learning activity in which a child plays a digital mathematics game…
Descriptors: Robotics, Teaching Methods, Longitudinal Studies, Teacher Attitudes
Fu, Qing-Ke; Zou, Di; Xie, Haoran; Cheng, Gary; Hwang, Gwo-Jen – Education and Information Technologies, 2022
Digital games have become increasingly popular. However, many teachers may not have relevant knowledge and experience of designing and implementing digital game-based teaching in formal classrooms. This study proposed a collaborative design approach to facilitate pre-service teachers' abilities of designing for learning with a digital game. To…
Descriptors: Computer Games, Instructional Design, Constructivism (Learning), Teaching Methods
Kaimara, Polyxeni; Fokides, Emmanuel; Oikonomou, Andreas; Deliyannis, Ioannis – Education and Information Technologies, 2022
Digital educational games (DEGs) constitute an effective teaching approach, particularly when they are used in combination with collaborative learning scenarios. However, when changes are made in the teaching and learning process, teachers are responsible to apply and realize them in practice. Therefore, it is vital to understand their views and…
Descriptors: Teaching Methods, Educational Technology, Computer Games, Educational Games
Janakiraman, Shamila; Watson, Sunnie Lee; Watson, William R. – TechTrends: Linking Research and Practice to Improve Learning, 2021
Environmental sustainability education should create eco-awareness and produce pro-environmental behaviors. Traditional instructional methods create eco-awareness but do not make people act. Purposefully designed digital games for attitudinal instruction provide cognitive knowledge, engage learners emotionally by showing the consequences of…
Descriptors: Computer Games, Educational Games, Environmental Education, Cooperative Learning
Fishovitz, Jennifer; Crawford, Garland L.; Kloepper, Kathryn D. – Journal of Chemical Education, 2020
Games are a way to engage students with course material in a low-stakes environment. In the popular game app "Heads Up!", participants give clues to a guesser who is holding a word on their forehead. Here, we present a modified version of this game where students are required to give clues in a specific order that emphasizes higher-order…
Descriptors: Metacognition, Computer Software, Computer Games, Cues
Riivari, Elina; Kivijärvi, Marke; Lämsä, Anna-Maija – Educational Technology Research and Development, 2021
Our study examined using a computer-based learning game as a tool to facilitate teaching and learning teamwork skills. The game was applied to an undergraduate level human resource management course at a business school in Finland. We focused on students' experiences and key learning outcomes of collaborative learning of teamwork skills through…
Descriptors: Computer Games, Cooperative Learning, Teamwork, Teaching Methods
Yuchan Gao – CALICO Journal, 2024
Content-language integration has been perceived to be an effective approach in second and foreign language learning. However, it can be challenging to implement in content classes, especially in science classrooms. Researchers have suggested using tasks and games to help design diverse opportunities for language and content learning; in…
Descriptors: Game Based Learning, Computer Assisted Instruction, Teaching Methods, Science Instruction
Ardi, Priyatno; Rianita, Elvira – Teaching English with Technology, 2022
Student engagement is paramount for the success of EFL learning. This paper explores how the leverage of a game-based learning platform, Kahoot!, into EFL grammar learning and teaching boosted student engagement. One grammar lecturer and 22 English-major students participated in this qualitative case study. Data were obtained through observations,…
Descriptors: Learner Engagement, English (Second Language), Second Language Learning, Second Language Instruction
Hayhow, S.; Parn, E. A.; Edwards, D. J.; Hosseini, M. Reza; Aigbavboa, C. – Industry and Higher Education, 2019
This article investigates the development of a board game entitled 'Construct-it' as an innovative pedagogical approach (as proof of concept) to augmenting the applied knowledge and understanding of built environment students studying property life cycle analysis. A largely qualitative and inductive methodological approach is conducted to identify…
Descriptors: Educational Games, Physical Environment, Construction Industry, Building Trades
Hong, Jon-Chao; Hwang, Ming-Yueh; Tsai, Chi-Ruei; Tai, Kai-Hsin; Wu, Yu-Feng – International Journal of Science and Mathematics Education, 2020
According to social dilemma theory, students may be characterized as being indifferent to reciprocal behavior and disengaged from interacting with the board gaming process. Given a common goal, students' prosociality can affect the collective efficacy and goal achievement motivation that reflects their flow experience in a cooperative-competitive…
Descriptors: Prosocial Behavior, Goal Orientation, Structural Equation Models, Computer Games
Hellermann, John; Thorne, Steven L. – Modern Language Journal, 2022
Drawing on usage-based approaches to the study of language learning--including recent research on mobility in interaction, embodied approaches to cognition and communicative action, and innovations in place-based language learning in the wild--this article uses methods from ethnomethodological conversation analysis to investigate video recordings…
Descriptors: Second Language Learning, Language Usage, Schemata (Cognition), English (Second Language)
Threekunprapam, Arinchaya; Yasri, Pratchayapong – European Journal of Educational Research, 2020
Using unplugged coding activities to promote computational thinking (CT) among secondary learners has become increasingly popular. Benefits of using unplugged coding activities involve the cost-effective implementation, the ability to promote computer science concepts and self-efficacy in learning computer programming, and the engaging nature of…
Descriptors: Thinking Skills, Independent Study, High School Students, Coding
Hofmeyr, Michael – Research-publishing.net, 2020
This paper describes the initial findings of an exploratory research project investigating the use of the cooperative digital puzzle game Keep Talking and Nobody Explodes as a means to facilitate Second Language Acquisition (SLA). A qualitative case study approach was taken to closely examine the linguistic interaction between three L2 learners of…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Teaching Methods