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Angelos Sofianidis; Christos Skraparlis; Nayia Stylianidou – Journal of Science Education and Technology, 2024
This paper presents and discusses the inclusive inquiry-based alternate reality game (IB-ARGI) approach, a pedagogical gamified approach supporting inclusive contemporary educational contexts. The IB-ARGI approach comprises Inquiry-based Learning, Alternate Reality Games, Universal Design for Learning and Augmented Reality technology in order to…
Descriptors: Inquiry, Access to Education, Computer Simulation, Computer Games
Hee Jin Bang; Eric Setoguchi; Alison Mackey; Akiko Fujii – Studies in Second Language Acquisition, 2024
Digital educational game-based apps can be effective in helping young children develop language skills, particularly when paired with formal instruction. However, we need to know more about how educational games benefit learning in the absence of formal instruction, given children's proficiency with and willingness to use mobile devices anytime,…
Descriptors: Foreign Countries, Second Language Learning, Second Language Instruction, Computer Software
Melián Díaz, Dámari; Saorín, José Luis; Carbonell-Carrera, Carlos; de la Torre Cantero, Jorge – Technology, Pedagogy and Education, 2020
The relationship between two-dimensional elements and three-dimensional objects is an abstract process which generates difficulty for learning. This ability can be improved with exercises designed to improve spatial abilities. Many of those exercises aim at offering a single solution with the result that they are not the most suitable for…
Descriptors: Computer Games, Workshops, Creativity, Spatial Ability
Tsikinas, Stavros; Xinogalos, Stelios – Education and Information Technologies, 2020
Designing serious games (SGs) for people with intellectual disability (ID) and autism spectrum disorder (ASD), requires proper planning and decision making. In this article, a proposal of a serious games design framework (GDF) that aims to assist designers and special education teachers and professionals develop successful SGs for people with ID…
Descriptors: Autism, Pervasive Developmental Disorders, Intellectual Disability, Games
Beltekin, Enes; Kuyulu, Ihsan – Asian Journal of Education and Training, 2020
The study was performed to examine university students' digital game playing motivation and problem solving skill levels. The research group consists of totally 586 students, 326 male and 260 female study at Bingöl University Physical Education and Sports Academy (PESA), Faculty of Arts and Sciences, and Faculty of Engineering and Architecture…
Descriptors: Computer Games, Motivation, Problem Solving, College Students
Bang, Hee Jin; Li, Linlin; Flynn, Kylie – Early Childhood Education Journal, 2023
This study investigates whether using My Math Academy, which provides personalized content and adaptive embedded assessments to support existing curricula, can improve learning outcomes and engagement for kindergarten and first grade students (N = 505 treatment, 481 control). Findings indicate that students using My Math Academy made significant…
Descriptors: Mathematics Instruction, Computer Software, Learning Motivation, Learner Engagement
Shakhmalova, Irina; Zotova, Natalia – Journal of Psycholinguistic Research, 2023
Educational digital games can be an effective way to teach English grammatical material because they provide an interactive and engaging learning experience. The purpose of this study is to clarify how playing digital games affects students' motivation and performance in university-level English grammar classes. [The North-Eastern Federal…
Descriptors: Learning Motivation, Student Evaluation, Educational Games, Computer Games
Çoban, Murat; Göktas, Yüksel – E-Learning and Digital Media, 2023
This research aims to investigate the impact of three different training methods (digital game, drill, and traditional education) on the motivation of the students to teach earthquake preparedness and earthquake prevention knowledge to primary school students. The explanatory design from the mixed-methods research was used in the study. The sample…
Descriptors: Training Methods, Seismology, Emergency Programs, Computer Games
Shaikh, Rafikh Rashid; G., Nagarjuna; Gupta, Ayush – Education and Information Technologies, 2023
Networked computers can potentially support classrooms to be more interactive. It can help students share representations amongst themselves and work together on a shared virtual activity space. In research on the role of shared screens or shared virtual workspace in learning settings, there has been less attention paid to contexts where learners…
Descriptors: Technology Uses in Education, Computer Assisted Instruction, Computer Games, Mathematics Education
Sánchez-Fernández, Magdalena; Borda-Mas, Mercedes – Education and Information Technologies, 2023
University students are a high-risk population with problematic online behaviours that include generalized problematic Internet/smartphone use and specific problematic Internet uses (for example, social media or gaming). The study of their predictive factors is needed in order to develop preventative strategies. This systematic review aims to…
Descriptors: College Students, Student Behavior, Telecommunications, Handheld Devices
Orit Avidov-Ungar; Merav Hayak – Journal of Information Technology Education: Research, 2023
Aim/Purpose: The current research examined the use of digital games in the fully online learning context imposed by lockdowns in response to the COVID-19 pandemic. In particular, we sought to understand the contribution that digital games made to teacher educators and how they used digital games in their remotely delivered courses. Background:…
Descriptors: Computer Games, Electronic Learning, COVID-19, Pandemics
Tam, Frankie L. – ProQuest LLC, 2023
Executive functions (EF) are important cognitive processing skills required for planning, reasoning, problem solving and self-monitoring. It is vital to various aspects of human development from behavioral, social-emotional to academic. There is an increasing interest in identifying and developing cognitive skills training interventions. Results…
Descriptors: Educational Technology, Executive Function, Game Based Learning, Intervention
Carmen D'Angelo – ProQuest LLC, 2023
This mixed-methods action research study delves into the decision-making processes of students, with a specific focus on Arizona State University Housing as a case study. It also explores the potential role that Arizona State University Housing professionals can play in facilitating the flow of essential information to aid in these decision-making…
Descriptors: College Students, Decision Making, College Housing, Student Personnel Workers
Weir, Kimberly A. – Journal of Political Science Education, 2021
Finding a way to impress upon students how they directly connect to others around the world is a challenge. What they had for dinner, how they paid for their gasoline, and where they disposed of their Starbucks cup all provide fodder to help students see direct connections between their actions and the world around them. Consumption logs track…
Descriptors: Interpersonal Competence, Interpersonal Relationship, Reflection, Journal Writing
Krajcsi, Attila; Csapodi, Csaba; Stettner, Eleonóra – Interactive Learning Environments, 2021
An educational computer game is presented, used for beginner students to introduce some basic concepts of code execution and code writing. In this mini-language microworld game, a code should be written with which a robot can escape from a procedurally generated labyrinth. The game uses a simple language and utilizes a virtual environment, where…
Descriptors: Educational Games, Computer Games, Programming, Computer Science Education