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Lopez-Fernandez, Daniel; Gordillo, Aldo; Perez, Jennifer; Tovar, Edmundo – IEEE Transactions on Education, 2023
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work presents comparative data and findings obtained from 217 students who played the game in a face-to-face format…
Descriptors: Computer Science Education, Game Based Learning, Online Courses, In Person Learning
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Alvie Faustino Diaz; Henrilyn Estoque-Loñez – International Journal of Education in Mathematics, Science and Technology, 2024
Gamification is an educational strategy that makes learning fun and keeps students interested in learning, which helps them learn more and grow their knowledge. However, given its growing popularity, it is necessary to review empirical studies regarding gamification in education as an intervention for an effective teaching and learning process.…
Descriptors: Meta Analysis, Game Based Learning, Educational Games, Teaching Methods
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Beatriz Chaves-Yuste; Cristina de-la-Peña – TESOL Journal, 2025
Technology, constantly present in current society and education, needs to make use of the most effective digital resources to optimize the teaching-learning process. Despite the growing body of literature on the pedagogical effectiveness of digital resources in a second language (L2) context, limited research has been conducted when working with…
Descriptors: English for Special Purposes, Second Language Instruction, Second Language Learning, Tourism
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Porat, Erez; Shamir-Inbal, Tamar; Blau, Ina – Journal of Computer Assisted Learning, 2023
Introduction: Virtual worlds (VWs) are immersive three-dimensional environments, accessible simultaneously to multiple users, and described as shared, simulated spaces, whose inhabitants represented as avatars. VWs enable freedom of expression. Using VWs in educational contexts requires a shift from teacher-centered instruction to facilitation of…
Descriptors: Teaching Methods, Computer Simulation, Elementary Secondary Education, Student Attitudes
Natalie Sarah Evans – ProQuest LLC, 2021
The current study examined the impact of experiencing either a guided play or direct instruction learning environment on causal learning, curiosity, and divergent thinking. Forty-three children (age 4- to 6-years) participated in an online experiment in which they completed a causal learning task in either guided play or direct instruction…
Descriptors: Preschool Children, Elementary School Students, Play, Game Based Learning
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Elisabetta M. Cigognini; Andrea Nardi – European Journal of Open, Distance and E-Learning, 2024
This study aims to explore the educational potential of Minecraft as a learning environment that supports active teaching methods, especially in remote contexts. It presents the experience of remote laboratory teaching within the MineClass project conducted from 2018 to 2021, addressing the challenges posed by the reduction of in-person and online…
Descriptors: Video Games, Game Based Learning, Technology Uses in Education, COVID-19