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Torun, Berkay; Karakurt, Serdar; Aydin, Taha Bilal; Altunel, Yusuf – Turkish Online Journal of Educational Technology - TOJET, 2021
In this paper we present the result of our work on implementation of an interactive environment that can be used to develop adaptive games with animating characters. The environment is designed to run in design and run mode, whereas certain design mode characteristics are still applicable in run mode so that the player can enhance the game and…
Descriptors: Educational Games, Instructional Design, Computer Games, Computer Simulation
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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
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Dishon, Gideon – Educational Technology Research and Development, 2021
Video games' capacity to facilitate complex and interactive modes of engagement has led to their portrayal as particularly effective means for designing authentic and situated learning environments, which overcome the artificial and abstract nature of conventional teacher-centered schooling. Focusing on the intentional use of progressive-oriented…
Descriptors: Educational Games, Video Games, Design, Learning Processes
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Powers, F. Eamonn; Moore, Robert L. – TechTrends: Linking Research and Practice to Improve Learning, 2021
As interest in the use of games and gaming elements within learning environments grows, educators and designers may find it easier to account for winning than for losing and failure. This scoping review examines the role of failure and loss within game-based instructional interventions. Because of the varied methods and relatively small number of…
Descriptors: Educational Games, Game Based Learning, Failure, Instructional Design
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Hojjat Dehghanzadeh; Mohammadreza Farrokhnia; Hossein Dehghanzadeh; Kiumars Taghipour; Omid Noroozi – British Journal of Educational Technology, 2024
Using gamification to support learning in K-12 education has received much attention from scholars in recent years. However, there is still a lack of comprehensive understanding of how gamification should be used to effectively enhance the learning experiences of K-12 students. The purpose of this review was to synthesize research findings on the…
Descriptors: Gamification, Educational Games, Elementary Secondary Education, Learning Experience
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Jordan Tinsley; Amanda Stead; Brittany Halladay – Perspectives of the ASHA Special Interest Groups, 2024
Purpose: This study aimed to explore students' learning outcomes as a result of participating in a simulated aphasia escape room related to (a) the development of aphasia assessment and treatment self-efficacy, (b) students' perceptions of the experience, and (c) overall student performance on escape room tasks. Method: Thirty-six first-year…
Descriptors: Self Efficacy, Aphasia, Graduate Students, Computer Simulation
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Yoolim Kim; Vita V. Kogan; Cong Zhang – Applied Linguistics, 2024
Gamification of behavioral experiments has been applied successfully to research in a number of disciplines, including linguistics. We believe that these methods have been underutilized in applied linguistics, in particular second-language acquisition research. The incorporation of games and gaming elements (gamification) in behavioral experiments…
Descriptors: Gamification, Game Based Learning, Data Collection, Citizen Participation
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Tiffany Shuang-Ching Lee – Interactive Learning Environments, 2024
In recent years, art museums have been putting more effort into creating e-learning resources (ELR) to encourage young children to learn about art off-site. However, research on art museum ELR from the perspective of educational content is scarce. Using the ELR offered to children by Queensland Art Gallery/ Gallery of Modern Art, Australia (QAGOMA…
Descriptors: Foreign Countries, Museums, Art, Electronic Learning
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Jing Chen; Nur Azlina Mohamed Mokmin – Education and Information Technologies, 2024
In visual arts education, understanding abstract concepts and intricate symbolism is crucial for appreciating traditional art. However, traditional teaching methods often fail to facilitate students' grasp of these ideas, resulting in reduced engagement and inefficient learning. To overcome this, our study integrates Augmented Reality (AR)…
Descriptors: Elementary School Students, Cognitive Processes, Visual Arts, Art Education
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Anisha Gupta; Dan Carpenter; Wookhee Min; Jonathan Rowe; Roger Azevedo; James Lester – International Journal of Artificial Intelligence in Education, 2024
Reflection plays a critical role in learning. Game-based learning environments have significant potential to elicit and support student reflection by prompting learners to think critically about their own learning processes and performance. Stealth assessment models, used for unobtrusively assessing student competencies from evidence of game…
Descriptors: Bias, Reflection, Evaluation Methods, Game Based Learning
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Dana Waltzman; Kelly Sarmiento; Deanna Ferrell; Vanonda Kern; Chloe Roghaar – Journal of School Nursing, 2024
The circumstances and nature of concussions among youth who play tackle, flag, or touch football are not well understood. This study used data from Utah's Student Injury Reporting System (SIRS) to explore suspected concussions among K-12 students sustained during participation in football-related activities (tackle, flag, or touch football).…
Descriptors: Head Injuries, Team Sports, High School Students, Middle School Students
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Noor Farahani Mohd Lazim; Azwadi Ali; Mohaida Mohin; Siti Sakinah Sidik – International Journal of Technology in Education, 2024
In the contemporary digital era, the utilization of gaming has emerged as a prevalent method for actively engaging students in the learning processes at various levels of academic curricula and within the broader educational community. This trend is particularly pronounced in English language teaching curricula, especially among learners whose…
Descriptors: Gamification, Educational Games, Student Motivation, Learner Engagement
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Mohammed Estaiteyeh; Isha DeCoito – Interactive Learning Environments, 2024
Differentiated instruction (DI) is a teaching approach that aims to achieve learning for diverse students. This study reports on promoting STEM teacher candidates' (TCs') implementation of technology-enhanced DI in teacher education courses. The research questions are: (1) How do TCs develop digital video games (DVGs) to be inclusive of DI?, and…
Descriptors: STEM Education, Preservice Teachers, Individualized Instruction, Student Needs
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Treice de Oliveira Moreira; Cláudio Azevedo Passos; Flávio Roberto Matias da Silva; Paulo Márcio Souza Freire; Isabel Fernandes de Souza; Cláudia Rödel Bosaipo Sales da Silva; Ronaldo Ribeiro Goldschmidt – Education and Information Technologies, 2024
The problem of propagating disinformation (a.k.a. "fake news") on social media has increased significantly in the last few years. There are several initiatives around the world to combat this serious problem. Maybe the most promising ones involve training people to identify "fake news." The use of digital educational games…
Descriptors: Deception, News Reporting, Misinformation, Portuguese
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Ibrahim Bilginer; Kerim Koral; Elif Çelebi Öncü; Esra Ünlüer – Online Submission, 2024
The objective of this study is to ascertain the impact of the Gametics Game Program on the visual perception and attention levels of third-grade primary school students. The participants in this study were third-grade students enrolled in primary school in Kocaeli. This study employed a pretest-posttest control group experimental design. The…
Descriptors: Visual Perception, Attention, Grade 3, Elementary School Students
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