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Minkai Wang; Di Zhang; Jingdong Zhu; Hanjie Gu – Journal of Educational Computing Research, 2025
Scientific knowledge is often abstract and challenging, making it difficult for students to apply these concepts effectively. Digital game-based learning (DGBL) offers an engaging and immersive approach, but the fixed resources and predetermined learning paths in most games limit its ability to adapt to individual learners' needs. Large language…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Academic Achievement
Andreas Giannakoulas; Stelios Xinogalos – Journal of Educational Computing Research, 2025
This study critically reviews sixteen empirical studies that investigate the various difficulties that primary school students encounter while learning programming through educational games. Specifically, the challenges that students face in understanding basic programming concepts and the game elements that contribute to these difficulties, as…
Descriptors: Elementary School Students, Elementary School Teachers, Programming, Game Based Learning
Lorenzo Miani; Francesco De Zuani Cassina; Olivia Levrini – Research in Science Education, 2025
The increasing prevalence of poly-crisis events, such as geopolitical instabilities, forced migrations, and biodiversity loss, attributed to climate change, are changing how we think about the relationship between science and society. Despite the critical role in addressing these issues, science education often fails to align with social and…
Descriptors: Consciousness Raising, Difficulty Level, Decision Making, Climate
Maura N. Snyder; Alanna L. Peebles – Communication Teacher, 2025
A core component of teaching media literacy involves students analyzing and reflecting on how they use media in their daily lives. In this hands-on activity, college students play social media privacy bingo. Each square represents a different type of private information that they might choose to share on social media. The instructor calls out…
Descriptors: Social Media, Teaching Methods, Media Literacy, Student Attitudes
Leonard A. Annetta; Mark H. Newton; Kelly Schumann – International Journal of Education in Mathematics, Science and Technology, 2025
The Next Generation Science Standards call for engineering design solutions using computer technologies, but many K-12 classrooms either do not have accessible technologies or the teacher pedagogical knowledge on how to effectively implement engineering design into the curriculum. Without access to computer or mobile technologies, teachers are…
Descriptors: Science and Society, Computation, Thinking Skills, Design
Ana Paula da Silva; Aluizio Haendchen Filho; Edilson Ferneda; Hércules Antonio do Prado; André Luís Alice Raabe – Educational Technology Research and Development, 2025
Teaching Computer Science concepts, such as graph theory, is often challenging. This study proposes an approach for teaching graph theory using an unplugged game ("GraphGame") developed through a participatory design process that includes usage observation, clarifying meaning, prototyping, and implementation. This process was carried out…
Descriptors: Educational Games, Graphs, Computer Science Education, Teaching Methods
Zbigniew Gontar; Beata Gontar; Anna Pamula; Irena Patašiene; Martynas Patašius – Informatics in Education, 2025
The integration of management education with information technology tools, such as simulation games and business analysis platforms, is playing an increasingly important role in developing students' decision-making skills as well as earn and acquire best business practices. It is particularly useful to test the didactic process effectiveness by…
Descriptors: Business Education, Educational Games, Information Technology, Simulation
Winarto; Dadan Rosana; Widodo Setiyo Wibowo; Dita Puji Rahayu; Pramudya Wahyu Pradana; Galih Albarra Shidiq – European Journal of STEM Education, 2025
The issue of environmental pollution in urban areas is becoming more prevalent. Students require the implementation of environmental education. The purpose of this study is to analyze the impact of STEM-EfSD games on improving creative thinking and environmental literacy. We employed a quasi-experimental one-group pretest-posttest design as the…
Descriptors: STEM Education, Environmental Education, Pollution, Urban Areas
Giancarlo Vecchi – Teaching Public Administration, 2025
The objective of the paper is to present the structure and contents of the Urban Innovation scenario, part of the P-Cube educational digital game. The first sections develop the main elements that characterize the debate on the urban and metropolitan areas, from which the P-Cube drew the basis for the development of the game's missions. These…
Descriptors: Educational Games, Video Games, Game Based Learning, Public Policy
Ting-Chia Hsu; Tai-Ping Hsu – Education and Information Technologies, 2025
While computational thinking (CT) is crucial for modern education, integrating artificial intelligence (AI) into learning poses challenges due to its complexity. Generative AI Drawing (GAID) offers an intuitive method for teaching AI concepts, but barriers such as restrictive access for younger students and limited instructional frameworks hinder…
Descriptors: Teaching Methods, Artificial Intelligence, Educational Games, Freehand Drawing
Chidera Chinedu Ugo; Sonsoles López-Pernas; Aldo Gordillo; Markku Tukiainen – Review of Education, 2025
This article presents a systematic literature review on escape rooms as a didactic tool for teaching and learning programming. The review examined the programming topics and languages addressed, the educational levels targeted, evaluation methods used and key design elements such as format, duration, location and narrative structure.…
Descriptors: Educational Games, Puzzles, Computer Science Education, Programming
Harriger, Alka; Harriger, Bradley; Flynn, Susan – Technology and Engineering Teacher, 2021
Now in its sixth year of implementation, the TECHFIT approach involves having individuals and teams of middle school teachers successfully complete a week-long, professional development (PD) workshop through which they acquire the essential skills that contribute to the task of innovating an exergame. An exergame is a technology-supported fitness…
Descriptors: Middle School Teachers, Faculty Development, Programming, Educational Games
Jensen, Marc – Montessori Life: A Publication of the American Montessori Society, 2021
Many people are unduly intimidated by the thought of teaching probability. At its most basic level, probability revolves around being able to predict whether a future event is certain, possible, or impossible. These basic concepts grow and develop into a more mathematical understanding of likelihood as children learn to quantify that…
Descriptors: Prediction, Probability, Mathematics Education, Educational Games
Hoffman, Daniel L.; Paek, Seungoh; Zhou, Zhou; Türkay, Selen – Technology, Knowledge and Learning, 2021
This study examined the relationship between elementary students' domain-specific and game-specific motivations in the context of educational videogames. Using a quasi-experimental design, thirty (N = 30) sixth grade students were assigned to two groups based on their level of motivation for the domain of math (higher math motivation vs. lower…
Descriptors: Student Motivation, Mathematics Achievement, Video Games, Elementary School Students
Hermann Härtel – European Journal of Physics Education, 2021
The traditional treatment of the electric circuit in textbooks can be criticized in at least three respects: A) Knowledge of the global aspects of the electric circuit as a system is essential for a deeper understanding. However, this is not sufficiently emphasized. B) The presentation of the term "potential difference" or…
Descriptors: Energy, Class Activities, Science Instruction, Scientific Concepts

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