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Moon, Jewoong; Ke, Fengfeng – Journal of Educational Computing Research, 2020
Game-based learning (GBL) has increasingly been used to promote students' learning engagement. Although prior GBL studies have highlighted the significance of learning engagement as a mediator of students' meaningful learning, the existing accounts failed to capture specific evidence of how exactly students' in-game actions in GBL enhance learning…
Descriptors: Educational Games, Game Based Learning, Mathematics Education, Learner Engagement
Vieyra, Rebecca; Vieyra, Chrystian; Pendrill, Ann-Marie; Xu, Benjamin – Physics Education, 2020
This article describes the development and deployment of Physics Toolbox Play, a gamified component of the "Android Physics Toolbox Sensor Suite" app, that can introduce young children through adults to fundamental physics principles. The app was used successfully in a variety of contexts, including STEM fairs with primary and secondary…
Descriptors: Educational Games, Physics, Science Instruction, Science Education
Neumann, Kalianne L.; Alvarado-Albertorio, Frances; Ramírez-Salgado, Andrea – Journal of Technology and Teacher Education, 2020
Digital escape rooms can transform any lesson into an engaging learning environment. This article describes the implementation of a digital escape room in an undergraduate educational technology course for preservice teachers. The digital escape room was designed and developed using a 10-step process and covered the topic of gamification.…
Descriptors: Teaching Methods, Educational Environment, Preservice Teachers, Educational Games
McKim, Aaron J.; McKendree, Robert Bud; Pauley, Catlin M. – Journal of Research in Technical Careers, 2020
Educational games provide learners with team-based, experiential, and problem-centered learning opportunities. Therefore, educational games are recommended to encourage learner success in an increasingly complex and collaborative world. Research exploring interventions to increase teacher affinity toward games is needed to inform expansion of…
Descriptors: Educational Games, Agricultural Education, Natural Resources, Teaching Methods
Fanfarelli, Joey R. – British Journal of Educational Technology, 2020
The literature reflects a shortage of empirical research on educational game design. This paper presents the results from a randomized controlled study on the impact of narrative and digital badging on learning and engagement in an educational game that teaches basic brain structure and function to undergraduate psychology students. Participants…
Descriptors: Educational Games, Fantasy, Learner Engagement, Comparative Analysis
LaPaglia, Jessica A. – Teaching of Psychology, 2020
In this article, the author describes an exam review activity in which students answered questions and solved puzzles in order to escape the review session. In a general psychology (100-level) course and research methods in psychology (300-level) course, students solved a series of puzzles and review questions. This format is similar to popular…
Descriptors: Review (Reexamination), Tests, Puzzles, Problem Solving
Ashworth, Emma; Humphrey, Neil; Lendrum, Ann; Hennessey, Alexandra – Psychology in the Schools, 2020
This mixed-methods study examines two moderators of the impact of the Good Behavior Game--implementation variability, participant risk status, and the interaction between them--as predictors of behavioral and academic outcomes. Quantitative data from 38 primary schools were utilized, with outcome data collected at baseline and 2-year follow-up.…
Descriptors: Educational Games, Intervention, Student Behavior, Elementary School Students
Krange, Ingeborg; Silseth, Kenneth; Pierroux, Palmyre – Cultural Studies of Science Education, 2020
Studies of education practices in science centers have found variation in how conceptual learning is supported, or scaffolded, on school field trips. This paper investigates the implications of scaffolding variations for how students make sense of a game-based exhibit that was designed to trigger interest and develop knowledge of scientific…
Descriptors: High School Students, Science Education, Field Trips, Science Teaching Centers
Thevenin, Benjamin – Journal of Media Literacy Education, 2020
This article describes "Dark Ride: Disneyland" - a mobile game that encourages Disneyland guests to critically consider Disney's representations of history, culture, and technology. The game was the creation of a group of faculty, students and professionals associated with Brigham Young University. The article contextualizes the game and…
Descriptors: Corporations, Educational Games, Media Literacy, Handheld Devices
Rosa, Mauricio; Farsani, Danyal; da Silva, Caroline Antunes – Mathematics Teaching Research Journal, 2020
This article investigates the perception of students in the first year of high school in relation to their own body language, while mathematically they conjecture a way to improve their performance in an electronic bowling game, which uses body sensors for own actions of the game. Interactions were performed by a group of four students from a…
Descriptors: Mathematics Education, Human Body, Computer Games, Educational Games
Aditya Anupam; Ridhima Gupta; Shubhangi Gupta; Zhendong Li; Nora Hong; Azad Naeemi; Nassim Parvin – International Journal of Designs for Learning, 2020
The abstract nature of quantum mechanics makes it difficult to visualize. This is one of the reasons it is taught in the language of mathematics. Without an opportunity to directly observe or interact with quantum phenomena, students struggle to develop conceptual understandings of its theories and formulas. In this paper we present the process of…
Descriptors: Quantum Mechanics, Science Instruction, Educational Games, Teaching Methods
Mario S. Staller; Valentina Heil; Rüdiger Koch; Swen Körner – International Journal of Designs for Learning, 2020
We report a design case in the context of self-defense training, that was designed by participants of a coach development course for violence prevention coaches for emergency services. The game was designed to foster skill development with regards to the defense against knife attacks in the context of self-defense. Following pedagogical principles…
Descriptors: Instructional Design, Safety Education, Coaching (Performance), Violence
Parra-González, María Elena; Segura-Robles, Adrián; Moreno-Guerrero, Antonio José; López-Belmonte, Jesús – Journal of Technology and Science Education, 2022
Nowadays, we talk about the use of gamification in education, an active methodology that consists of the use of mechanics, design or game structures in class. When this type of methodology is used, the effort is rewarded, and it is used as a motivating tool in class. However, there is no valid or well-structured instrument to measure gamification…
Descriptors: Educational Games, Game Based Learning, Test Construction, Test Validity
Bouck, Emily C.; Long, Holly – Exceptionality, 2022
Mathematical fluency supports maintenance of mathematical skills (Shurr et al., 2019). Multiple interventions support fluency, including the use of games. However, limited research exists exploring games as a means of increasing student fluency in mathematics. In this single case design study, researchers examined the relation between four…
Descriptors: Mathematics Instruction, Mathematics Skills, Game Based Learning, Elementary School Students
Dell'Aquila, Elena; Vallone, Federica; Zurlo, Maria Clelia; Marocco, Davide – Education Sciences, 2022
This study focuses on the behavior of interactive agents and how to ground their implementation in psychology and cognitive modeling to capture fundamental psycho-pedagogical elements to deliver an effective competency-based training and assessment tool for teachers, trainers, and educators working in the school context. The study describes the…
Descriptors: Computer Assisted Instruction, Soft Skills, Educational Technology, Role Playing

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