NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 241 to 255 of 2,540 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Flávio Marques; Leonardo Lignani; João Quadros; Myrna Amorim; Windson Viana; Eduardo Ogasawara; Joel dos Santos – Technology, Knowledge and Learning, 2025
Educational games help reinforce educational concepts. They help students learn through hypothesizing, probing, and reflecting upon the game environment. Understanding the impact of a game is important before deploying it in a class. Recent studies in learning analysis describe methodologies and approaches for analyzing educational games. However,…
Descriptors: Design, Educational Games, Reinforcement, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Lorien Cafarella; Lucas Vasconcelos – Education and Information Technologies, 2025
Middle school students often enter Computer Science (CS) classes without previous CS or Computational Thinking (CT) instruction. This study evaluated how Code.org's block-based programming curriculum affects middle school students' CT skills and attitudes toward CT and CS. Sixteen students participated in the study. This was a mixed methods action…
Descriptors: Middle School Students, Computation, Thinking Skills, Problem Solving
Peer reviewed Peer reviewed
Direct linkDirect link
Carolina Alcantar-Nieblas; Leonardo David Glasserman-Morales; Ernesto Armando Pacheco-Velazquez; Sergio Augusto Ramírez Echeverri – Journal of Applied Research in Higher Education, 2025
Purpose: The present study examined the psychometric properties of the EGame-flow scale in a Mexican sample, presenting evidence of construct validity (exploratory factor analysis and confirmatory factor analysis), reliability (Cronbach's alpha and McDonald's omega) and discriminant validity (mean variance extracted). Design/methodology/approach:…
Descriptors: Psychometrics, Test Validity, Test Reliability, Foreign Countries
Peer reviewed Peer reviewed
Direct linkDirect link
Alex Cameron; Abu Alam; Madhu Khurana; Jordan Allison; Nasreen Anjum – IEEE Transactions on Education, 2025
Modern day organizations face a continuous challenge in ensuring that their employees are cognizant with malware and cyber attacks, since it has the potential to cause financial, legal, and reputational damage to them. Current awareness training exists in a multitude of forms to equip employees and organizations to protect themselves against…
Descriptors: Computer Security, Crime Prevention, Information Security, Gamification
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Phantipa Amornrit; Patthanan Bootchuy; Phanompatt Smitananda – Journal of Education and Learning, 2025
The study aimed to examine the impact of a gamified distance learning system on enhancing digital creativity in distance education. The research involved 36 graduate students from Sukhothai Thammathirat Open University enrolled in the Public Administration Innovation course. Over a six-week experimental period, the learning system incorporated…
Descriptors: Foreign Countries, Gamification, Distance Education, Creativity
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Hiba Naccache; Mayamin Altae; Areej Barham – Educational Process: International Journal, 2025
Background/purpose: This study investigated the impact of the Test Survey for Students (TSFS) software, a game-based learning intervention (GBL), on the mathematical achievement and attitudes of Qatari fourth-grade students. Materials/methods: Utilizing a mixed-methods approach guided by the Theory of Planned Behavior (TPB) and the TPACK…
Descriptors: Foreign Countries, Mathematics Education, Mathematics Achievement, Game Based Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Maria Jornevald; Ingela Broström; Lise Pettersson-Roll; Hanna Ginner Hau – European Journal of Psychology and Educational Research, 2025
This study examines Swedish teachers' perceptions of the PAX Good Behavior Game for students with special educational needs (SEN) in mainstream classrooms. Data were collected through interviews and focus groups with a total of 22 teachers across five schools and analyzed using reflexive thematic analysis. Teachers generally perceived PAX as…
Descriptors: Foreign Countries, Student Behavior, Game Based Learning, Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
Meysam Muhammadpour; Abdorreza Tahriri; Seyyed Ayatollah Razmjoo; Jaleh Hassaskhah – Journal of Computer Assisted Learning, 2025
Background: Recent years have witnessed a surge of technology use and online learning environments, especially during the post-COVID era. The widespread use of technology has sparked a sudden transition from conventional face-to-face learning to online digital-based learning platforms, such as Adobe Connect. Although EFL teachers have implemented…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Language Attitudes
Peer reviewed Peer reviewed
Direct linkDirect link
Gina L. Solano; Wen Wen – Excelsior: Leadership in Teaching and Learning, 2025
This action research documents how a teacher education program incorporates game-based learning to engage pre-service teachers (PSTs) in developing their instructional creativity. In this project, game-based learning goes beyond playing games; Instead, it allows PSTs to design their own game-a digital escape room created using a website with…
Descriptors: Game Based Learning, Preservice Teacher Education, Preservice Teachers, Web Sites
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Melissa Ozlem Grab – Shanlax International Journal of Education, 2025
Within the world of university education, gamification, being the amalgamation of game to non gaming contexts, has gained attentions as an innovative teaching strategy particularly in the English as a second language (ESL) teaching. Deciding to use this mixed methods study to investigate the effect of gamification on student motivation and…
Descriptors: Gamification, English (Second Language), Second Language Instruction, College Students
Aguilera, Manuel M. – Online Submission, 2023
This document describes the game ThunderHawk, intended for use in the first and second cycles of basic education (1st to 6th grade). The game was developed as didactic material to reinforce the fundamental operations of addition and subtraction.
Descriptors: Game Based Learning, Educational Games, Logical Thinking, Thinking Skills
Peer reviewed Peer reviewed
Direct linkDirect link
Shokeen, Ekta; Weintrop, David; Pellicone, Anthony James; Moon, Peter Francis; Ketelhut, Diane; Cukier, Michel; Plane, Jandelyn Dawn – Information and Learning Sciences, 2023
Purpose: The purpose of this paper is to understand the role of perplexity in young players' experiences within an educational videogame and how reflective thinking can help them to get out of perplexing scenarios. Design/methodology/approach: We used a constructivist grounded theory approach and the lenses of Dewey's conceptualization of…
Descriptors: Game Based Learning, Educational Games, Video Games, Reflection
Peer reviewed Peer reviewed
Direct linkDirect link
Djelil, Fahima; Sanchez, Eric – Education and Information Technologies, 2023
Game based-learning have been widely promoted to overcome the difficulties encountered by beginners to learn programming. However, there are many issues to address for the implementation of game-based learning. Indeed, game-based learning is not limited to adding game elements such as rewards to a learning situation, but it rather consists of…
Descriptors: Game Based Learning, Educational Games, Design, Programming
Peer reviewed Peer reviewed
Direct linkDirect link
Castro Santa, Juana – Journal of Economic Education, 2023
A novel game that captures the central dimensions of climate change mitigation as a social dilemma is presented. Students play the role of countries sharing a global atmosphere. In each round, carbon emissions are released and accumulated in the atmosphere, making climate change consequences more severe and difficult to mitigate over time. Without…
Descriptors: Climate, Change, Environmental Education, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
McKinney, Earl, Jr.; Niese, Bethany; Bhatia, Mantek Singh – Journal of Information Systems Education, 2023
Active learning pedagogy has many documented benefits, and while several positive examples of its recent use in STEM classes have led to better performance, greater diversity, more equity, and improved retention of underrepresented student populations, more research in IS and IT classrooms is needed. Most active learning exercises are in a…
Descriptors: Active Learning, Audience Response Systems, Teaching Methods, Data Analysis
Pages: 1  |  ...  |  13  |  14  |  15  |  16  |  17  |  18  |  19  |  20  |  21  |  ...  |  170