Publication Date
In 2025 | 0 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 5 |
Descriptor
Curriculum Implementation | 5 |
Technology Uses in Education | 5 |
Video Games | 5 |
Instructional Effectiveness | 3 |
Computer Simulation | 2 |
Educational Games | 2 |
Educational Research | 2 |
Educational Technology | 2 |
Game Based Learning | 2 |
Teaching Methods | 2 |
Technology Integration | 2 |
More ▼ |
Source
Advances in Engineering… | 1 |
Cultural Studies of Science… | 1 |
Information Systems Education… | 1 |
Innovate: Journal of Online… | 1 |
Knowledge Management &… | 1 |
Author
Andre Noonan | 1 |
B. Reeja-Jayan | 1 |
Chad Hershock | 1 |
Chmiel, Marjee | 1 |
David J. Yates | 1 |
Di Zou | 1 |
Fan Su | 1 |
Jones, Greg | 1 |
Kalinowski, Kevin | 1 |
Mark Frydenberg | 1 |
Michael C. Melville | 1 |
More ▼ |
Publication Type
Journal Articles | 5 |
Opinion Papers | 2 |
Reports - Research | 2 |
Information Analyses | 1 |
Tests/Questionnaires | 1 |
Education Level
Higher Education | 3 |
Postsecondary Education | 2 |
Elementary Secondary Education | 1 |
Secondary Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Michael C. Melville; Chad Hershock; B. Reeja-Jayan – Advances in Engineering Education, 2024
Due to limited laboratory facilities and other constraints, many engineering students may not have the opportunity to engage with practical, hands-on learning experiences. Although some research suggests that game-based learning can provide students with these pedagogical benefits, much of that work does not directly assess the impact of such…
Descriptors: Video Games, Engineering Education, Visualization, Game Based Learning
Fan Su; Di Zou – Knowledge Management & E-Learning, 2024
Educational games, prevalent in contemporary settings, leverage game-based learning (GBL) to actively engage and enhance learners' knowledge and skill acquisition through captivating in-game learning activities. To assess the effectiveness of GBL, game-based assessment (GBA) has emerged. GBA employs gameplay for learners to attain educational…
Descriptors: Game Based Learning, Student Evaluation, Educational Games, Instructional Effectiveness
Mark Frydenberg; David J. Yates; Andre Noonan – Information Systems Education Journal, 2024
This paper explores the course design and implementation of a first-year discovery seminar on "Living in the Metaverse" offered at a business university. Integrated with standardized college-readiness topics, the course combines hands-on activities with collaborative assignments and class discussions to present a multidisciplinary…
Descriptors: Pedagogical Content Knowledge, Technological Literacy, Interdisciplinary Approach, First Year Seminars
Chmiel, Marjee – Cultural Studies of Science Education, 2012
This paper is a response to "Challenges and Opportunities: Using a science-based video game in secondary school settings" by Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg, and Nicole Husain. The article highlights two critical areas that I argue require more research in the studies of video games in education. The first area focuses on the…
Descriptors: Educational Games, Play, Video Games, Educational Research
Jones, Greg; Kalinowski, Kevin – Innovate: Journal of Online Education, 2006
The integration of video games in the classroom continues to be a topic for educators and researchers alike. Yet despite the dialogue, widespread integration of this technology has yet to occur. To help remedy this situation, Greg Jones and Kevin Kalinowski propose the establishment of an online, open community designated to explore and develop…
Descriptors: Video Games, Educational Technology, Technology Integration, Technology Uses in Education