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Tobar-Muñoz, Hendrys; Baldiris, Silvia; Fabregat, Ramon – Technology, Knowledge and Learning, 2023
Augmented Reality Game-Based Learning (ARGBL) is becoming increasingly relevant in Technology-Enhanced Learning. Games with AR characteristics, or even AR applications structured with rules and game elements, are proving to be effective and successful learning experiences. There is a need to include teachers in the design process. In this paper,…
Descriptors: Computer Simulation, Simulated Environment, Educational Games, Game Based Learning
Büsra Süngü – Online Submission, 2023
This study aimed to examine the social skills of children with educable intellectual disabilities through behavioural analysis. The participant group of the study consisted of 11 students with a mild level of intellectual disability (ID). The students participated in adapted educational game practices 2 days a week for 10 weeks. The Social Skills…
Descriptors: Children, Intellectual Disability, Interpersonal Competence, Skill Development
Kevin Michael Jennings – ProQuest LLC, 2023
This study aimed to discover the lived experiences of Serious Game designers. More specifically, how they incorporate higher-order thinking skills, as defined by Revised Bloom's Taxonomy (2001), and assessing these skills. The main research questions are: "Which Serious Game design principles allow for the incorporation of higher-order…
Descriptors: Games, Design, Experience, Educational Games
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Andreea Molnar; Patty Kostkova – International Journal of Game-Based Learning, 2023
This research aims to provide further insight on how to design effective educational games by exploring whether the integration of educational content through game mechanics, text, or a combination of both text and game mechanics is more effective in teaching the learning outcomes in games. The results of the study show that all three methods led…
Descriptors: Educational Games, Instructional Design, Educational Objectives, Narration
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Christopher Keller; Elena Makarova; Anna K. Döring – International Journal of Game-Based Learning, 2023
Choosing a career is an important biographical event for adolescents. Toward the end of compulsory education, they must decide which career path they want to pursue. The serious game like2be was developed to support adolescents in this individual career choice process. In a quasi-experimental intervention study with 809 adolescents, like2be was…
Descriptors: Career Choice, Educational Games, Career Education, Adolescents
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Russo, James – Australian Primary Mathematics Classroom, 2023
This activity provides students with opportunities to practice addition strategies and explore probability in this adaptation of the classic probability game Greedy Pig. To play, you will need a 6-sided dice, a number chart, and a brown counter to represent the mouse, and a yellow counter to represent the cheese. The game is suitable for two or…
Descriptors: Mathematics Activities, Educational Games, Addition, Probability
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Tori, Allan Amaral; Tori, Romero; Nunes, Fatima de Lourdes dos Santos – IEEE Transactions on Learning Technologies, 2022
Inclusion of game elements in health education has proved to be effective in helping student training. Commonly termed as "serious games" these gamified systems can be an alternative to empower and motivate students during the learning process. The literature contains serious games for professional training in many health-related areas,…
Descriptors: Health Education, Educational Games, Gamification, Program Evaluation
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Steven R. Jones; Christian G. Barnett; Elizabeth G. Bailey – International Journal of Mathematical Education in Science and Technology, 2025
In this study, we focus on a specific visual representation that is used across several mathematics and science content areas: the 'partitioned square' (PS). Previous research has examined PSs in single content areas in isolation, such as for mathematics polynomials or biology random mating, where the PS was generally in the service of other…
Descriptors: College Students, Visual Aids, Mathematics Education, Science Education
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Fan Zhang; Xiangyu Wang; Xinhong Zhang – Education and Information Technologies, 2025
Intersection of education and deep learning method of artificial intelligence (AI) is gradually becoming a hot research field. Education will be profoundly transformed by AI. The purpose of this review is to help education practitioners understand the research frontiers and directions of AI applications in education. This paper reviews the…
Descriptors: Learning Processes, Artificial Intelligence, Technology Uses in Education, Educational Research
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Aigul I. Akhmetova; Salima S. Seitenova; Begzod K. Khodjaev; Odinakhon R. Jamoldinova; Saule Z. Yerkebaeva; Kenzhegul U. Kazybayeva – Contemporary Educational Technology, 2025
This study presents the first comprehensive dual-database bibliometric analysis of game-based learning research, investigating its evolution between 2015 and 2024 through analysis of 34,125 documents from Scopus (18,487) and Web of Science (WoS) (15,638) using advanced visualization techniques. The findings reveal consistent field expansion with…
Descriptors: Game Based Learning, Bibliometrics, Educational Research, Periodicals
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Yuika Iwai; Carolyn Campbell; Samanta Boddapati; Margaret Rosencrans; Cara Dillon; Steven W. Evans; Glenn V. Thomas; Julie Sarno Owens – School Mental Health, 2025
Dissemination and evaluation of the PAX Good Behavior Game (PAX GBG) have produced a body of published and unpublished literature that, if mapped, can provide valuable insights for future expansion and evaluation efforts. Conducting a scoping review of implementation and dissemination studies and gray literature (i.e., "sources"), we…
Descriptors: Educational Games, Prosocial Behavior, Student Behavior, Program Implementation
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Leslie Worrell – HAPS Educator, 2025
Anatomy and physiology (A&P) often present significant challenges to nursing students, contributing to early academic attrition. To address this, a series of voluntary study sessions was implemented at a nursing-focused institution, combining student-led discussions with "Kahoot!"® -based gamified review. Over a four-year period,…
Descriptors: Gamification, Anatomy, Physiology, Nursing Education
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Mohd Kamal Othman; Rahimah Mat; Kah Ching Sim – Review of Education, 2025
This study reviews the literature on board games for collaborative learning in science education, analysing 76 articles from 2000 to 2024. It examines research methodologies, data collection tools, sample sizes, and data analysis methods, focusing on subject areas and types of board games used. Key findings reveal a predominance of physical…
Descriptors: Educational Games, Computer Games, Cooperative Learning, Science Education
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Kevin J. Krajcir; Emily K. Field; Bradley Fultz; Robin Buff; Jim Gann; Lorin A. Neuman-Lee – American Biology Teacher, 2024
Biological interactions and associations underlie life's processes at every level of organization. Here, we present a classroom activity that allows students to visualize and understand the connections within almost any biological system, from cell functions to ecological relationships. We recommend that instructors implement this activity to…
Descriptors: Biology, Class Activities, Science Instruction, Visualization
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Nardie Fanchamps; Emily van Gool; Lou Slangen; Paul Hennissen – Education and Information Technologies, 2024
Learning basic concepts of programming resulting in a development on computational thinking (CT) can be reached by means of digital programming environments. As a counterpart, the application of unplugged programming activities seems also to have promising potential regarding the impact on CT. The main characteristic of unplugged programming is…
Descriptors: Computation, Thinking Skills, Programming, Computer Peripherals
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