Publication Date
In 2025 | 1 |
Since 2024 | 5 |
Since 2021 (last 5 years) | 18 |
Since 2016 (last 10 years) | 46 |
Since 2006 (last 20 years) | 112 |
Descriptor
Science Instruction | 117 |
Video Games | 117 |
Educational Technology | 62 |
Teaching Methods | 59 |
Educational Games | 54 |
Technology Uses in Education | 38 |
Physics | 31 |
Scientific Concepts | 30 |
Foreign Countries | 29 |
Instructional Effectiveness | 28 |
Secondary School Science | 21 |
More ▼ |
Source
Author
Publication Type
Education Level
Audience
Teachers | 11 |
Researchers | 1 |
Laws, Policies, & Programs
Assessments and Surveys
National Assessment of… | 2 |
Motivated Strategies for… | 1 |
Program for International… | 1 |
Sixteen Personality Factor… | 1 |
Torrance Tests of Creative… | 1 |
Wechsler Intelligence Scale… | 1 |
What Works Clearinghouse Rating
Chrisostomos Drogaris; Alexander Butyaev; Elena Nazarova; Roman Sarrazin-Gendron; Harsh Patel; Akash Singh; Brenden Kadota; Jérôme Waldispühl – Biochemistry and Molecular Biology Education, 2024
In the last decade, video games became a common vehicle for citizen science initiatives in life science, allowing participants to contribute to real scientific data analysis while learning about it. Since 2010, our scientific discovery game (SDG) Phylo enlists participants in comparative genomic data analysis. It is frequently used as a learning…
Descriptors: Science Instruction, Citizen Participation, Genetics, Educational Games
Natalie V. Hudson-Smith; Wilanyi Alvarez-Reyes; Xiaoxiao Yao; Jiayi He; Rebeca Sarahi Rodriguez; Stephanie Mitchell; Mahmoud Matar Abed; Eleni Spanolios; Miriam O. P. Krause; Christy L. Haynes – Journal of Chemical Education, 2023
Video games and immersive, narrative experiences are often called upon to help students understand difficult scientific concepts, such as sense of scale. However, the development of educational video games requires expertise and, frequently, a sizable budget. Here, we report on the use of an interactive text-style video game, NanoAdventure, to…
Descriptors: Educational Games, Video Games, Chemistry, Science Education
Lilla Bónus; Erzsébet Antal; Erzsébet Korom – Journal of Science Education and Technology, 2024
This research focuses on "BioScientist," a digital game-based, inquiry-based learning program embedded in the biology curriculum that develops inquiry skills in 8th-grade students. The aim of this paper is to demonstrate a combination of elements of digital game-based learning (DGBL) with inquiry-based learning (IBL) through…
Descriptors: Educational Technology, Game Based Learning, Video Games, Inquiry
Traver, V. Javier; Leiva, Luis A.; Marti´-Centelles, Vicente; Rubio-Magnieto, Jenifer – Journal of Chemical Education, 2021
The periodic table allows students to easily understand the chemical elements and predict the behavior of theoretical yet undiscovered new elements. Many memorization techniques have been used for learning the periodic table, yet serious games (i.e., designed for a primary purpose other than pure entertainment) have been underexplored to…
Descriptors: Educational Games, Video Games, Chemistry, Science Instruction
Dhabih V. Chulhai – Journal of Chemical Education, 2024
We present a tool, one that is both a stand-alone web-based video game and a Python package, designed for students to explore a particle's wave function on one-dimensional potential surfaces. The tool relies on a basis set formalism and can, therefore, explore any one-dimensional potential surface imaginable. This tool also lets students interact…
Descriptors: Science Instruction, Teaching Methods, Technology Uses in Education, Educational Games
Hsing-Ying Tu; Silvia Wen-Yu Lee – Journal of Educational Computing Research, 2025
Learning in a virtual environment has been found to foster students' affective responses, indicating the importance of exploring the factors which affect students' learning when engaged in a virtual game. This study aimed to explore the relationships among students' epistemic curiosity, situational interest, and learning engagement in an…
Descriptors: Personality Traits, Student Interests, Learner Engagement, Computer Simulation
Irwanto Irwanto; Ucu Cahyana; Ni Putu Sri Ayuni; Rudi Suhartono Wijayako – Journal of Education and e-Learning Research, 2024
Students' attitudes towards Digital Game-Based Learning (DGBL) in developing countries such as Indonesia are rarely investigated despite the fact that digital games are being used in secondary education increasingly. This research aims to explore students' attitudes towards DGBL in chemistry. We used a quantitative study method using a…
Descriptors: Foreign Countries, High School Students, Student Attitudes, Video Games
Kantorski, Brinley – ProQuest LLC, 2022
Digital educational games have been a part of the educational landscape since the early 1970s. Since then, there has been a proliferation in the quantity, format, type, and quality of digital educational games available to classroom teachers. Despite this, the body of literature surrounding the effectiveness of these digital educational games…
Descriptors: Computer Games, Educational Technology, Video Games, Program Effectiveness
Nkadimeng, Mahlatse; Ankiewicz, Piet – Journal of Science Education and Technology, 2022
Video games are a medium most students are familiar with; thus, they can be used as educational tools to meet the needs of twenty-first-century students. Given the popularity of video games with teenagers, they can be incorporated as educational tools in the science classroom. However, the affordances of using Minecraft Education (Minecraft…
Descriptors: Video Games, Game Based Learning, Junior High School Students, Science Instruction
Slater, Stefan; Baker, Ryan S.; Wang, Yeyu – International Educational Data Mining Society, 2020
Feature engineering, the construction of contextual and relevant features from system log data, is a crucial component of developing robust and interpretable models in educational data mining contexts. The practice of feature engineering depends on domain experts and system developers working in tandem in order to creatively identify actions and…
Descriptors: Data Analysis, Engineering, Classification, Models
Garneli, Varvara; Chorianopoulos, Konstantinos – Interactive Technology and Smart Education, 2019
Purpose: This study aims to explore the effects of an alternative learning environment, such as the video game making (VGM) within science content, on computational thinking (CT) skills development and student performance. Design/methodology/approach: A didactic intervention was performed for five weeks. Two student groups were taught the same…
Descriptors: Computation, Thinking Skills, Science Instruction, Scientific Concepts
Chris Vicari; Barry Joseph; Brittany Klimowicz; Hannah Jaris; Shane Asseltine; Joel Levin – International Journal of Designs for Learning, 2019
We designed an activity-based science curriculum that used Minecraft to support microbiology learning for students enrolled in the Lang Science Program at the American Museum of Natural History (AMNH) in New York City. Minecraft offered an option to consolidate complex science content into digestible activities for modeling concepts and…
Descriptors: Microbiology, Video Games, Game Based Learning, Science Activities
Farihah, Mohd Jamel; Mohd Norawi, Ali; Nur Jahan, Ahmad – Journal of Turkish Science Education, 2021
The study was conducted to identify the needs and specifications of a STEM Module based on a game approach in teaching science for lower secondary school students. In this study, the needs analysis was carried out on purposively selected science teachers from different schools in the northern district of Kedah, Malaysia. The data was collected…
Descriptors: Science Instruction, STEM Education, Game Based Learning, Secondary School Science
Tiffany Herder; Martina A. Rau – Grantee Submission, 2022
Educational video games can engage students in authentic STEM practices, which often involve visual representations. Specifically, because most interactions within video games are mediated through visual representations, video games provide opportunities for students to experience disciplinary practices with visuals. However, prior research has…
Descriptors: Educational Games, Video Games, STEM Education, Visual Stimuli
Ristanto, Rizhal Hendi; Kristiani, Endah; Lisanti, Elsa – Journal of Turkish Science Education, 2022
The learning process with modern technology is an absolute requirement in the digital age. As a science subject with unique characteristics, biology also requires a unique and technology-based learning process. Flipped Classroom--Digital Game-Based Learning (FC-DGBL) is a learning model that combines flipped classrooms and evaluations using…
Descriptors: Science Instruction, Educational Technology, Technology Uses in Education, Flipped Classroom