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Xie, Jingwen; Wang, Minhong; Hooshyar, Danial – Knowledge Management & E-Learning, 2021
Digital game-based learning has received increased attention in education. As the key stakeholders in education, students, parents, and teachers may have different perceptions and attitudes towards game-based learning, which have a great impact on its adoption and dissemination. However, there is a lack of research examining how the perceptions of…
Descriptors: Student Attitudes, Parent Attitudes, Teacher Attitudes, Secondary School Teachers
Kuba, Renata; Rahimi, Seyedahmad; Smith, Ginny; Shute, Valerie J.; Dai, Chih-Pu – Grantee Submission, 2021
Over three years, our research team has designed various learning supports for promoting content knowledge and solving game levels. In this case study, we examined the optimal design and the evaluation of learning support videos for a physics educational game. Often studies focus on investigating the effects of research-based principles without a…
Descriptors: Educational Games, Game Based Learning, Physics, Educational Principles
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Liu, Sa; Liu, Min – AERA Online Paper Repository, 2021
To understand how learner metacognition and goal orientation affect learner problem-solving in a Serious Game (SG) environment, this study examined 12 undergraduate students' metacognition, goal orientations, and problem-solving performances and processes while playing a SG that adopts problem-based learning pedagogy to teach space science.…
Descriptors: Metacognition, Goal Orientation, Problem Solving, Undergraduate Students
David W. Braithwaite; Robert S. Siegler – Grantee Submission, 2021
Learning fractions is a critical step in children's mathematical development. However, many children struggle with learning fractions, especially fraction arithmetic. In this article, we propose a general framework for integrating understanding of individual fractions and fraction arithmetic, and we use the framework to generate interventions…
Descriptors: Fractions, Addition, Middle School Mathematics, Middle School Students
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Mariusz Kruk – Second Language Learning and Teaching, 2021
This chapter is dedicated to the presentation and discussion of the results of the empirical investigation undertaken for the purpose of the present book. It concentrates on the outcomes of the in-depth analysis of the patterns of WTC, motivation, boredom and language anxiety, the relationships of these variables as well as the influences shaping…
Descriptors: Second Language Learning, Second Language Instruction, Individual Differences, English (Second Language)
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David W. Braithwaite; Robert S. Siegler – Journal of Educational Psychology, 2021
Learning fractions is a critical step in children's mathematical development. However, many children struggle with learning fractions, especially fraction arithmetic. In this article, we propose a general framework for integrating understanding of individual fractions and fraction arithmetic, and we use the framework to generate interventions…
Descriptors: Fractions, Addition, Middle School Mathematics, Middle School Students
Tamara L. Anderson – ProQuest LLC, 2021
High school science classes can be difficult for students to be successful in because of the content-specific vocabulary and the expectation of prior knowledge in the subject area that teachers have of their students. The use of digital games in the classroom can provide teachers with the tools to help students scaffold their learning and better…
Descriptors: High School Students, High School Teachers, Science Instruction, Science Education
Jason Valley – ProQuest LLC, 2022
Objective: The rapid advancement in screen-based technology enables teenagers today to devote significant amounts of time to occupational engagement in the virtual context. Societal concerns regarding adolescent screen time have been well-substantiated by numerous studies that have revealed an inverse relationship between adolescent screen time…
Descriptors: High School Students, Suburban Schools, Well Being, World Views
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Tüzün, Hakan; Barab, Sasha A.; Thomas, Michael K. – Turkish Journal of Education, 2019
The purpose of this study was to identify motivational elements of an online multi-player educational computer game that uses a 3D multi-user environment to immerse children ages 9-12 in educational tasks. The methodological approach design ethnography, a process that involves using ethnographic methods when the researchers are both observers and…
Descriptors: Learning Motivation, Educational Games, Computer Games, Video Games
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Katsaounidou, Anastasia; Vrysis, Lazaros; Kotsakis, Rigas; Dimoulas, Charalampos; Veglis, Andreas – Education Sciences, 2019
During the last years, there has been a growing multidisciplinary interest in alternative educational approaches, such as serious games, aiming at enhancing thinking skills and media literacy. Likewise, the objective of this study is to present the design and the development of an educational web application for learning the necessary steps…
Descriptors: Educational Games, Media Literacy, News Reporting, Audits (Verification)
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Baydas, Ozlem; Cicek, Mithat – Technology, Pedagogy and Education, 2019
For this study, a scale was developed to measure the factors that may affect the gamification process in undergraduate education. The sequential exploratory mixed method was used to recruit the required data. Through the use of convenient sampling, 91 pre-service teachers participated in this study. Kahoot!, one of the online game platforms, was…
Descriptors: Undergraduate Study, Preservice Teachers, Computer Games, Test Reliability
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Rauschenberger, Maria; Willems, Andreas; Ternieden, Menno; Thomaschewski, Jörg – Journal of Interactive Learning Research, 2019
Gamification is an established concept to apply game elements in different contexts to engage and motivate users. Gamification has been successfully used in various use cases and applications as well as general frameworks have been established. To support the design of learning environments in order to improve students' engagement and motivation,…
Descriptors: Computer Games, Student Motivation, Guidelines, Learner Engagement
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Fokides, Emmanuel; Atsikpasi, Penelope; Kaimara, Polyxeni; Deliyannis, Ioannis – Journal of Information Technology Education: Research, 2019
Aim/Purpose: This work examines which factors influence user views on the learning effectiveness of serious games. For that matter, a model was developed and tested. Background: Although the impact of serious games on learning is their most widely ex-amined aspect, research is spread thin across a large number of studies having little in common in…
Descriptors: Game Based Learning, Educational Games, Instructional Effectiveness, College Students
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Flynn, Rachel M.; Richert, Rebekah A.; Wartella, Ellen – American Journal of Play, 2019
The authors discuss the impact of interactive digital games on the lives and the play of young children in terms of "Sesame Street"'s express mission to help children become smarter, stronger, and kinder. They conclude that such games have much the same effect as other types of play and call for more research to help use it.
Descriptors: Video Games, Play, Young Children, Child Development
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Hayhow, S.; Parn, E. A.; Edwards, D. J.; Hosseini, M. Reza; Aigbavboa, C. – Industry and Higher Education, 2019
This article investigates the development of a board game entitled 'Construct-it' as an innovative pedagogical approach (as proof of concept) to augmenting the applied knowledge and understanding of built environment students studying property life cycle analysis. A largely qualitative and inductive methodological approach is conducted to identify…
Descriptors: Educational Games, Physical Environment, Construction Industry, Building Trades
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