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Pamela H. Bowers; Debbie Gonzalez; Teresa Georgopoulos – International Society for Technology, Education, and Science, 2023
What does it take to develop an asynchronous curriculum for social work students, with attention to precision, policy accuracy, and community accountability? We attempt to answer the question by documenting our process of community collaboration and partnership to develop a gamified case study on the Indian Child Welfare Act. The curriculum was…
Descriptors: Social Work, Counselor Training, American Indians, Federal Legislation
Acosta-Medina, Julieth Katherin; Torres-Barreto, Martha Liliana; Cárdenas-Parga, Andrés Felipe – Australasian Journal of Educational Technology, 2021
Virtual education faces tremendous challenges such as lack of motivation and high dropout rates. However, one solution to this problem is the incorporation of digital pedagogical strategies based on gamification, which promote interest, facilitate the learning process, and contribute to reducing dropout. In this sense, we evaluated the student's…
Descriptors: Student Motivation, Preferences, College Students, Game Based Learning
Hsu, Chung-Yuan; Liang, Jyh-Chong; Chuang, Tsung-Yen; Chai, Ching Sing; Tsai, Chin-Chung – Educational Studies, 2021
This study aimed to investigate differences in junior and senior (categorised by their years of teaching experience) elementary school teachers' perceptions of the Technological Pedagogical Content Knowledge -- Games (TPACK-G), attitudes towards game, and actual teaching usage. It also aimed to probe how each of the two groups' TPACK-G perceptions…
Descriptors: Elementary School Teachers, Teaching Experience, Game Based Learning, Pedagogical Content Knowledge
Modding Europa Universalis IV: An Informal Gaming Practice Transposed into a Formal Learning Setting
Loban, Rhett – E-Learning and Digital Media, 2021
This article explores the use of modding as a formal tool for learning history. The article examines data from a formal analysis of Europa Universalis IV (EUIV), a survey of 331 EUIV forum participants and a case study of 18 university participants. Significant quantitative survey data indicated that 45% (149/331) of participants had modified…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, College Students
Robinson, Andrew M.; Goodridge, Michelle – Journal of Political Science Education, 2021
Literature on simulation games stresses both the need for objective assessment of pedagogical effectiveness and the concern that such assessment may not be happening because it is too difficult. This article speaks to both points by presenting an approach to objectively assess the effectiveness of a simulation called the Human Rights Foreign…
Descriptors: Instructional Effectiveness, Civil Rights, Foreign Policy, International Trade
Kara, Nuri – Contemporary Educational Technology, 2021
The aim of this study was to conduct a systematic literature review on the use of serious games in science education between 2016 and 2020 years. A total of 39 articles were included from Science Citation Index-Expanded (SCI-Expanded), Social Science Citation Index (SSCI), Arts & Humanities Citation Index (A&HCI) and Emerging Sources…
Descriptors: Science Education, Educational Games, Teaching Methods, Science Achievement
Christopoulos, Athanasios; Sprangers, Pieter – Cogent Education, 2021
This study analyzes the integration of an educational technology platform and relates the difficulties faced amidst the Covid-19 pandemic. Initially, we sought to identify the chief barriers educators face when considering the adoption of Information and Communication Technology (ICT). Factors influencing primary and secondary education teachers'…
Descriptors: Educational Technology, Technology Integration, Information Technology, COVID-19
Zou, Di; Zhang, Ruofei; Xie, Haoran; Wang, Fu Lee – Australasian Journal of Educational Technology, 2021
Information literacy (IL) is important for university students. In this research, we developed a digital role-playing game to enhance students' learning of IL and investigated the effects of gameplay modes on their learning performance, motivation, self-efficacy and flow experiences. A total of 90 students participated in the study and played the…
Descriptors: Computer Games, Educational Games, Game Based Learning, Role Playing
Rezeki, Sri; Andrian, Dedek; Safitri, Yulia – International Journal of Instruction, 2021
The game is a very close and inseparable part of the child's life. Games will be effective media in maintaining culture through learning. This study aims to develop a learning tool in the form of a Student Activity Sheet (SAS) and a learning implementation plan (LIP) that can connect between culture and mathematics through the Realistic…
Descriptors: Cultural Maintenance, Folk Culture, Material Development, Game Based Learning
Liang, Hsin-Yi; Hsu, Tien-Yu; Hwang, Gwo-Jen – British Journal of Educational Technology, 2021
Active inquiry plays a key role in science education. To facilitate children's motivation, alternate reality games are applied to engage children actively in inquiry in authentic learning contexts. However, the complexity of real-world contexts and the ambiguity of game puzzles increase the difficulty for children to conduct effective inquiries.…
Descriptors: Inquiry, Science Education, Game Based Learning, Educational Games
Yadav, Alok Kumar; Oyelere, Solomon Sunday – Education and Information Technologies, 2021
This paper intends to present an overview of a mobile game-based learning application, BaghLearn that develops and upskills programming and algorithmic knowledge by cross-curricular capabilities through a traditional world-based game. The focus of this research was to explore the learning effectiveness of BaghLearn on students. Mixed method…
Descriptors: Foreign Countries, Undergraduate Students, Handheld Devices, Educational Games
Kucher, Tetyana – International Journal of Technology in Education and Science, 2021
Playing games holds an important role in learning and development. While designing and using digital game-based learning (DGML) environments becomes more appealing to educators, there is a disconnect between the goals that educators try to achieve and the design strategies they utilize to achieve their goals. The inclusion of game elements alone…
Descriptors: Educational Principles, Best Practices, Instructional Effectiveness, Game Based Learning
Fam, Vivien W.; Holt, Roberta R.; Keen, Carl L.; Scherr, Rachel E. – American Journal of Health Education, 2021
Background: Children often consume up to 30% of calories from snacks that are usually low in nutrient value. Over time, poor dietary choices can contribute to an increased risk of obesity and related health problems. Purpose: Describe the development and utilization of the Self-paced Nutrition Activity on Choices for Knowledge (S.N.A.C.K.)…
Descriptors: Nutrition Instruction, Instructional Effectiveness, Educational Games, Game Based Learning
Yildirim, Ibrahim; Sen, Sedat – Interactive Learning Environments, 2021
Whether gamification is an organized structure that contributes to student achievement, a simple pontification process or total nonsense is a matter of debate. In such, this study was conducted to provide a scientific answer while exhibiting the gamification effect on student achievement with the meta-analysis method, which is based on…
Descriptors: Game Based Learning, Academic Achievement, Meta Analysis, Effect Size
Bhagwat, Kishor; Kumar, Prem; Delhi, Venkata Santosh Kumar – Journal of Civil Engineering Education, 2021
Safety training and assessment programs play a key role in inducing safe behavior on construction sites. The traditional training methods are fraught with limitations. The advent of visualization technologies such as building information modeling (BIM) and virtual reality (VR) lay a great promise in imbuing vigor in the training and assessment…
Descriptors: Usability, Visualization, Safety, Computer Simulation