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Ku, Oskar; Chen, Sherry Y.; Wu, Denise H.; Lao, Andrew C. C.; Chan, Tak-Wai – Educational Technology & Society, 2014
Many students possess low confidence toward learning mathematics, which, in turn, may lead them to give up pursuing more mathematics knowledge. Recently, game-based learning (GBL) is regarded as a potential means in improving students' confidence. Thus, this study tried to promote students' confidence toward mathematics by using GBL. In addition,…
Descriptors: Self Esteem, Mathematics Instruction, Mathematics Skills, Educational Games
Liu, Min; Rosenblum, Jason A.; Horton, Lucas; Kang, Jina – Computers in the Schools, 2014
Given the growing popularity of digital games as a form of entertainment, educators are interested in exploring using digital games as a tool to facilitate learning. In this study, we examine game-based learning by describing a learning environment that combines game elements, play, and authenticity in the real world for the purpose of engaging…
Descriptors: Educational Games, Computer Games, Educational Environment, Educational Needs
Di Blas, Nicoletta; Paolini, Paolo – Educational Technology & Society, 2014
This paper is about how serious games based on MUVEs in formal education can foster collaboration. More specifically, it is about a large case-study with four different programs which took place from 2002 to 2009 and involved more than 9,000 students, aged between 12 and 18, from various nations (18 European countries, Israel and the USA). These…
Descriptors: Educational Technology, Cooperation, Cooperative Learning, Computer Games
McBride, Holly – Social Studies, 2014
Students in this post-industrial technological age require opportunities for the acquisition of new skills, especially in the marketplace of innovation. A pedagogical strategy that is becoming more and more popular within social studies classrooms is the use of computer and video games as enhancements to everyday lesson plans. Computer/video games…
Descriptors: Social Studies, Computer Games, Video Games, Teaching Methods
Hsiao, H-S.; Chang, C-S.; Lin, C-Y.; Hu, P-M. – Journal of Computer Assisted Learning, 2014
In this study, we developed a digital game-based learning (DGBL) system, called the ToES, to foster students' creativity. Fifty-one fifth-grade students from two classes in a public school in Taipei, Taiwan, were recruited and consented to participate. Both classes consisted of students with mixed abilities studying a foundation unit entitled…
Descriptors: Foreign Countries, Creativity, Elementary School Students, Science Instruction
Moorthy, Savitha; Hupert, Naomi; Llorente, Carlin; Pasnik, Shelley – Education Development Center, Inc., 2014
This report presents results from the "CPB-PBS Ready To Learn PEG+CAT" Content Study. "PEG+CAT" is a unique transmedia property that emphasizes early mathematics and problem solving. Each episode is structured around a specific mathematical problem the characters are trying to solve together. It includes video episodes,…
Descriptors: Multimedia Instruction, Mathematics Instruction, Problem Solving, Preschool Children
Chaves, Rafael Oliveira; von Wangenheim, Christiane Gresse; Furtado, Julio Cezar Costa; Oliveira, Sandro Ronaldo Bezerra; Santos, Alex; Favero, Eloi Luiz – IEEE Transactions on Education, 2015
Software process modeling (SPM) is an important area of software engineering because it provides a basis for managing, automating, and supporting software process improvement (SPI). Teaching SPM is a challenging task, mainly because it lays great emphasis on theory and offers few practical exercises. Furthermore, as yet few teaching approaches…
Descriptors: Computer Software, Computer Science Education, Student Projects, Teaching Methods
Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Chatzakis, Michalis; Kitsikoudis, Konstantinos; Lazarou, Efthymios – International Journal of Game-Based Learning, 2015
This study examined whether a 3D collaborative gave can be used as a midterm examination method and investigated the impact of this game on students' attitude towards collaboration. A total of 89 students and one coordinating professor participated in this study. The intervention lasted five weeks and took place in a computer science department.…
Descriptors: Computer Games, Educational Games, Computer Simulation, Computer Assisted Testing
Tobias, Sigmund; Fletcher, J. Dexter; Chen, Fei – Educational Technology, 2015
Digital games were reviewed as an emerging tool in educational technology. Factors such as instructional effectiveness, time on task, relationship to curricula, student socio-economic status, violence in games, and game mechanics were considered. Despite considerable variability among studies, larger overall effect sizes for the impact of games on…
Descriptors: Educational Games, Educational Technology, Instructional Effectiveness, Time on Task
Figueroa Flores, Jorge Francisco – Digital Education Review, 2015
One major competence for learners in the 21st century is acquiring a second language (L2). Based on this, L2 instruction has integrated new concepts to motivate learners in their pursue of achieving fluency. A concept that is adaptable to digital natives and digital immigrants that are learning a L2 is Gamification. As a pedagogical strategy,…
Descriptors: Second Language Learning, Learning Motivation, Technology Integration, Teaching Methods
Van Eaton, Grant; Clark, Douglas B.; Smith, Blaine E. – International Journal of Education in Mathematics, Science and Technology, 2015
Students playing digital learning games in the classroom rarely play alone, even in digital games that are ostensibly "single-player" games. This study explores the patterns of physics reasoning that emerge in face-to-face and online forum collaboration while students play a physics-focused educational game in their classroom. We…
Descriptors: Physics, Educational Games, Online Courses, Computer Mediated Communication
Lamb, John H. – Mathematics Teacher, 2013
John Lamb, a professor of mathematics education and a teacher of high school precalculus, describes how he developed a way to use the elements of the game Angry Birds® as a platform to engage his students with the concepts of parabolas and vectors. The game could be categorized as a type of microworld game in which students interact with the…
Descriptors: Mathematics Instruction, Secondary School Mathematics, Student Motivation, Calculus
McKenzie, Karen – Advances in Health Sciences Education, 2013
The present study compared the impact of face to face teaching with a short online game informed learning activity on health participants' knowledge about, and confidence in, managing aggressive situations. Both forms of teaching resulted in a significant increase in participants' knowledge and confidence. Face to face training led to…
Descriptors: Teaching Methods, Conventional Instruction, Computer Games, Learning Activities
Dennis, Alan R.; Bhagwatwar, Akshay; Minas, Randall K. – Journal of Information Systems Education, 2013
The importance of testing, especially certification and high-stakes testing, has increased substantially over the past decade. Building on the "serious gaming" literature and the psychology "priming" literature, we developed a computer game designed to improve test-taking performance using psychological priming. The game primed…
Descriptors: Computer Games, Student Motivation, Test Wiseness, Academic Achievement
Plowman, Lydia; McPake, Joanna – Childhood Education, 2013
Parents and educators tend to have many questions about young children's play with computers and other technologies at home. They can find it difficult to know what is best for children because these toys and products were not around when they were young. Some will say that children have an affinity for technology that will be valuable in their…
Descriptors: Young Children, Information Technology, Misconceptions, Computers

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