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Lutfi, Achmad; Aftinia, Fitria; Permani, Bintari Eka – Journal of Technology and Science Education, 2023
This study aims to obtain the game as a gamification in education that is appropriate to be used for hydrocarbon learning media based on the validity, practicality, and effectiveness of the game. The research method used is the research and development method, the study was conducted in East Java High School-Indonesia. Validity is obtained from…
Descriptors: Gamification, Educational Games, Science Education, Chemistry
Miller, Margaret; Barwood, Donna; Devine, Amanda; Boston, Julie; Smith, Sandra; Masek, Martin – Journal of School Health, 2023
Background: Obesity-driven nutrition education in schools does not appear to result in healthier adolescent food choices. This study explored food systems as an alternative pedagogical approach to engage students in nutrition education. Methods: After playing a food systems computer game, 250 13- to 16-year-old students in 5 Western Australian…
Descriptors: Foreign Countries, Adolescents, Secondary School Students, Nutrition
Yilmaz, Ramazan; Karaoglan Yilmaz, Fatma Gizem; Avci, Ummuhan – Psychology in the Schools, 2023
Individual and multiple games played on the Internet are seen as a popular leisure activity, which is becoming increasingly common among young people. With the COVID 19 pandemic, the interest in Internet games has increased because young people spend more time at home. This has led to an increase in Internet gaming disorder, which is recognized by…
Descriptors: Foreign Countries, College Students, Internet, Time Management
Ed. Yi-Fang Lee; Ed. Lung-Sheng Lee – Online Submission, 2023
With the rise of digital technologies, digital learning (DL) has created new opportunities and challenges for traditional education. This book aims to: (1) strengthen the mutual understanding and connection between Taiwan and other countries with high digital competitiveness in promoting DL in primary and secondary schools, so as to facilitate the…
Descriptors: Educational Trends, Electronic Learning, Competition, Comparative Education
Hernandez, James Jeremy – ProQuest LLC, 2023
This qualitative study aimed to examine ways young children practice social skills and use language while playing the digital game Roblox in pairs, using a single electronic device, as framed through Vygotsky's Socio-cultural theory of learning. Roblox is a sandbox-style game comprising several mini-games, such as hide-and-seek simulators and…
Descriptors: Educational Technology, Video Technology, Game Based Learning, Grade 2
Liisa Ilomäki; Minna Lakkala; Veera Kallunki; Darren Mundy; Marc Romero; Teresa Romeu; Anastasia Gouseti – Review of Education, 2023
The rapid and ongoing technological developments and the changes in societal practices require us to update our understanding and skills relating to digital technology use continuously. Various frameworks have been created in recent years to explore the different aspects of "digital literacies" or "digital competencies" and a…
Descriptors: Technological Literacy, Educational Policy, Educational Research, Media Literacy
Janakiraman, Shamila; Watson, Sunnie Lee; Watson, William R.; Shepardson, Daniel P. – Journal of Education for Sustainable Development, 2021
Anthropogenic activities cause environmental degradation-related problems. However, people fail to perform pro-environmental behaviours because they believe that they cannot make a difference or they focus on short-term benefits. Interventions that address specific target groups aimed at breaking barriers and changing behaviours are required. To…
Descriptors: Foreign Countries, High School Students, Environmental Education, Educational Games
Wang, Meiqian; Zheng, Xudong – Asia-Pacific Education Researcher, 2021
Game-based learning refers to establishing learning environments that involve digital or non-digital games to enhance students' knowledge and skill acquisition. Previous studies indicated that game-based learning is superior to the conventional instructional method, but few compared the differences between different game types. This study examined…
Descriptors: Game Based Learning, Science Instruction, Middle School Students, Foreign Countries
Aguilera, Earl – Theory Into Practice, 2021
This article uses a lens of procedural literacies to theorize youth practices of digital game-playing, modification, and creation as digital writing. The concept of procedurality describes the ways that videogames and other digital media are composed of systems of processes--computational or otherwise, which define these artifacts in form,…
Descriptors: Computer Games, Video Games, Writing (Composition), Programming
Amzalag, Meital – International Journal of Information and Communication Technology Education, 2021
The COVID-19 pandemic caused children to distance learn at home, but with technical and pedagogic difficulties. Digital learning games offer effective tools for pedagogic difficulties, such as active and relevant learning. Using mixed-methods research, this study examined: (1) parents' perceptions about digital learning games and 21st century…
Descriptors: Parent Attitudes, Game Based Learning, Homework, 21st Century Skills
Shaltayev, Dmitriy – Decision Sciences Journal of Innovative Education, 2021
In this article, we describe the use of linear programming in conjunction with an online simulation game in an undergraduate supply chain management class. Supply chain management is a required course for students enrolled in a Business Administration program with a concentration in management. It delivers a broad overview of the supply chain…
Descriptors: Undergraduate Students, Educational Games, Computer Simulation, Computer Games
Case, Adam – TechTrends: Linking Research and Practice to Improve Learning, 2022
This article presents an experimental first-year seminar that uses game-based learning to develop the creative problem-solving abilities of first-year college students at a mid-sized university. A discussion on how the computer game, "The Witness," was incorporated into the first-year seminar is given along with an overview of teaching…
Descriptors: Computer Games, Game Based Learning, Problem Solving, Creative Thinking
Buendgens-Kosten, Judith – JALT CALL Journal, 2022
The potential of games to support language learning and acquisition -- be it in the digital wilds or in the foreign language classroom -- has often been discussed. In this article, I will look at digital games from an explicitly plurilingual perspective. I describe five existing games that demonstrate a plurilingual outlook (Romanica, MElang-E,…
Descriptors: Metalinguistics, Second Language Learning, Second Language Instruction, Teaching Methods
Which Play Is Better? Different Play Types and Development of Executive Functions in Early Childhood
Veraksa, Aleksander; Sukhikh, Vera; Veresov, Nikolay; Almazova, Olga – International Journal of Early Years Education, 2022
In this study we aimed to compare the contribution of each play type to the development of different EFs components: shifting, working memory (visuospatial and auditory) and inhibition (two aspects of cognitive inhibition and physical inhibition). Following a preliminary examination of EFs was the intervention, which consisted of 14 play sessions…
Descriptors: Play, Child Behavior, Executive Function, Short Term Memory
Swaboda, Nora; Meder, Björn; Ruggeri, Azzurra – Developmental Psychology, 2022
We investigate whether a spatial representation of a search task supports 4- to 7-year-old children's information-search strategies, relative to their performance in a question-asking game. Children played two computationally and structurally analogous search games: a spatial search task, the maze-exploration game, in which they had to discover…
Descriptors: Task Analysis, Spatial Ability, Preschool Children, Information Seeking

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