Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 17 |
Since 2006 (last 20 years) | 22 |
Descriptor
Computer Games | 22 |
Questionnaires | 22 |
Technology Uses in Education | 22 |
Educational Technology | 18 |
Foreign Countries | 18 |
Educational Games | 14 |
Teaching Methods | 11 |
Student Attitudes | 9 |
Statistical Analysis | 7 |
Likert Scales | 6 |
Pretests Posttests | 6 |
More ▼ |
Source
Author
Adams, Deanne M. | 1 |
Almeida, Fernando | 1 |
Alsma, Jelmer | 1 |
Bate, Frank | 1 |
Buteau, Chantal | 1 |
Callaghan, Noelene | 1 |
Dalouskas, Vasilis | 1 |
Dankbaar, Mary E. W. | 1 |
Debeljuh, Andrea | 1 |
Derikvandi, Zahra | 1 |
Ellahi, Abida | 1 |
More ▼ |
Publication Type
Reports - Research | 20 |
Journal Articles | 19 |
Tests/Questionnaires | 2 |
Collected Works - Proceedings | 1 |
Reports - Descriptive | 1 |
Speeches/Meeting Papers | 1 |
Education Level
Higher Education | 10 |
Secondary Education | 10 |
Postsecondary Education | 9 |
Elementary Education | 3 |
Middle Schools | 3 |
Grade 6 | 2 |
Grade 7 | 2 |
High Schools | 2 |
Elementary Secondary Education | 1 |
Grade 5 | 1 |
Grade 8 | 1 |
More ▼ |
Audience
Location
Australia | 2 |
Bahamas | 1 |
California | 1 |
Canada | 1 |
Canada (Toronto) | 1 |
Croatia | 1 |
Greece | 1 |
Iran | 1 |
Ireland | 1 |
Israel | 1 |
Kansas | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Sufiana Safiena; Yang Miang Goh – Education and Information Technologies, 2024
Traditional teaching methods like lectures can hinder the integration of theoretical knowledge and practical skills in higher education. To address this challenge, digital simulation games (DSGs) offer promising solutions through immersive and interactive learning experiences. Research shows that DSGs can motivate learners, enhance subject…
Descriptors: Authentic Learning, Undergraduate Study, Case Studies, Computer Games
Ling, Lynette Tan Yuen – Online Learning, 2018
Gamification is an innovative pedagogical strategy where digital games are used in an educational setting and as an aid to learning. Recent publications on gamification in the classroom investigate the concept of "meaningful gamification," where, in line with Ryan and Deci's self-determination theory, competency, autonomy, and…
Descriptors: Technology Uses in Education, Student Motivation, Foreign Countries, Scaffolding (Teaching Technique)
Scholz, Kyle – CALICO Journal, 2017
Massively multiplayer online role-playing games like World of Warcraft are ideally suited to encourage and facilitate second language development (SLD) in the extramural setting, but to what extent do the language learners' actual trajectories of gameplay contribute to SLD? With the current propensity to focus research in digital game-based…
Descriptors: Computer Games, Simulated Environment, Second Language Learning, Teaching Methods
Buteau, Chantal; Muller, Eric – International Journal of Game-Based Learning, 2018
E-Brock Bugs is a serious educational game (SEG) about probability which was created based on Devlin's design principles for games whose players adopt identities of mathematically able persons. This kind of games in which "players think and act like real world professionals" has been called epistemic. This article presents an empirical…
Descriptors: Computer Games, Educational Games, Probability, Educational Technology
Ružic-Baf, Maja; Strnak, Hrvoje; Debeljuh, Andrea – International Journal of Research in Education and Science, 2016
The availability of new information and communication technologies to an increasingly younger population, the constant availability of the Internet and the opportunity to search information, to create new types and models of communication, types of acceptance and ways of accepting and coping with the infinite amount of information, the velocity…
Descriptors: Technology Uses in Education, Educational Technology, Video Games, Grade 7
Marvel, Michele D. – Journal of Educational Technology Systems, 2017
Understanding the factors that affect participation in online games will help educational game designers develop games that maximize participation. This study investigated whether introversion or extroversion, player motivation, and gender affected participation in online games. Participants (n = 400) completed a 50-item questionnaire about…
Descriptors: Educational Games, Video Games, Computer Games, Educational Technology
Pinder, Patrice Juliet – Online Submission, 2018
Very few studies on game-based learning (GBL) have been conducted within the Caribbean; particularly, studies of a mixed-methods nature examining in-service K-12 STEM teachers' perspectives. This paper, which presents preliminary, in brief data results (full study forthcoming), addresses the aforementioned gap and explores the benefits of…
Descriptors: Foreign Countries, Educational Games, Teaching Methods, Mixed Methods Research
Almeida, Fernando – Cypriot Journal of Educational Sciences, 2017
The teaching of entrepreneurship is currently a fundamental pillar in the construction of social responsibility with strong impact on the future economic development of society. The use of serious games in the entrepreneurship field is a way of encouraging students' motivation to become entrepreneurs and develop their skills in the field. In this…
Descriptors: Entrepreneurship, Social Responsibility, Teaching Methods, Educational Games
Seifi, Mohammad; Derikvandi, Zahra; Moosavipour, Saeed; Khodabandelou, Rouhollah – International Journal of Education and Literacy Studies, 2015
The main aim of this research was to investigate the effect of computer games on student' critical thinking disposition and educational achievement. The research method was descriptive, and its type was casual-comparative. The sample included 270 female high school students in Andimeshk town selected by multistage cluster method. Ricketts…
Descriptors: Computer Games, Educational Technology, Technology Uses in Education, Critical Thinking
Ellahi, Abida; Zaka, Bilal; Sultan, Fahd – Educational Technology & Society, 2017
This paper documents how the adoption of digital games by academia reshapes the current worldview by bringing the potential answers for all learning issues. The central objective of this study is to investigate the extent to which digital games can impact learning effectiveness, and to what extent these games can be used as supplementary elements…
Descriptors: Foreign Countries, Business Administration Education, Computer Games, Technology Uses in Education
Sung, Han-Yu; Hwang, Gwo-Jen – Interactive Learning Environments, 2018
Researchers have recognized the potential of educational computer games in improving students' learning engagement and outcomes; however, facilitating effective learning behaviors during the gaming process remains an important and challenging issue. In this paper, a collaborative knowledge construction strategy was incorporated into an educational…
Descriptors: Educational Technology, Technology Uses in Education, Computer Games, Teaching Methods
Nesbitt, Dallas; Müller, Amanda – JALT CALL Journal, 2016
Educational digital games are often presented at Technology in Language Education conferences. The games are entertaining and are backed by research detailing how games can improve the learning experience through active critical learning, learner interaction, competition, challenge, and high learner motivation. The authors, inspired by such…
Descriptors: Educational Games, Computer Games, Technology Uses in Education, Educational Technology
Ní Chiaráin, Neasa; Ní Chasaide, Ailbhe – Research-publishing.net, 2016
Although Text-To-Speech (TTS) synthesis has been little used in Computer-Assisted Language Learning (CALL), it is ripe for deployment, particularly for minority and endangered languages, where learners have little access to native speaker models and where few genuinely interactive and engaging teaching/learning materials are available. These…
Descriptors: Computer Assisted Instruction, Second Language Instruction, Technology Uses in Education, Educational Technology
Yong, Su-Ting – International Journal of Virtual and Personal Learning Environments, 2017
The purpose of this study was to explore gender differences among digital native students in mathematics learning and gaming. A quantitative dominant mixed methods approach was employed in which quantitative surveys [174 students] and qualitative interviews [eight students, eight parents and six teachers] were administered concurrently. Data…
Descriptors: Gender Differences, Technological Literacy, Educational Technology, Technology Uses in Education
Pløhn, Trygve – Electronic Journal of e-Learning, 2014
Pervasive gaming is a new and emerging gaming genre where the physical and social aspects of the real world are integrated into the game and blends into the player's everyday life. Given the nature of pervasive games, it may be possible to use that type of game as a tool to support learning in a university course by providing a gameplay where the…
Descriptors: Teaching Methods, Design, Educational Technology, Interviews
Previous Page | Next Page »
Pages: 1 | 2