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El Mawas, Nour; Trúchly, Peter; Podhradský, Pavol; Medvecký, Martin; Muntean, Cristina Hava – Knowledge Management & E-Learning, 2022
The number of science, technology, engineering, and mathematics (STEM)-related jobs is increasing all around the world and especially in Europe. However, teachers face many difficulties in making STEM related classes more attractive and motivating the students to learn. This paper presents two case studies involving 116 students from two European…
Descriptors: STEM Education, Game Based Learning, Computer Games, Student Motivation
Belda-Medina, Jose; Calvo-Ferrer, José Ramón – Education Sciences, 2022
There is a good body of literature about digital-game-based language learning (DGBL), but research has mainly focused on students as game players rather than as future educators. This paper reports on a research conducted among 154 teacher candidates at a higher-education institution in Spain regarding the adoption of digital games in education.…
Descriptors: Computer Games, Game Based Learning, Preservice Teachers, Educational Games
Pásztor, Attila; Magyar, Andrea; Pásztor-Kovács, Anita; Rausch, Attila – Journal of Intelligence, 2022
The aims of the study were (1) to develop a domain-general computer-based assessment tool for inductive reasoning and to empirically test the theoretical models of Klauer and Christou and Papageorgiou; and (2) to develop an online game to foster inductive reasoning through mathematical content and to investigate its effectiveness. The sample was…
Descriptors: Game Based Learning, Logical Thinking, Computer Assisted Testing, Models
Nagy, Peter; Mawasi, Areej; Eustice, Kristi; Cook-Davis, Alison; Finn, Ed; Wylie, Ruth – British Journal of Educational Technology, 2022
Using Mary Shelley's "Frankenstein" as inspiration, this paper presents a Frankenstein-themed transmedia storytelling experience, which encompasses simple hands-on activities and an online narrative experience that allows students to model scientific work and engage in various science activities. The study aimed to test whether students…
Descriptors: Self Efficacy, Student Attitudes, Story Telling, Novels
Polat, Ahmet; Topal, Murat – Journal of Educational Technology and Online Learning, 2022
Digital game addiction was classified as a disease by the World Health Organization. It is characterized by impaired control over gaming and increasing priority given to gaming over other activities. Especially for school-age children, there are concerns about the effects of gaming addiction on health problems that are difficult to treat later and…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Grade 6
Stohlmann, Micah – Journal of Mathematics Education at Teachers College, 2021
Game-based learning has received more focus as a way to engage students and increase interest in mathematics. Game-based learning should be integrated with effective practices for teaching mathematics, though these is a need for further research on effective implementation models. The purpose of this article is to describe two modes of game-based…
Descriptors: Game Based Learning, Teaching Methods, Middle School Students, Mathematics Instruction
Choi, Doo-Hun; Noh, Ghee-Young – SAGE Open, 2021
The three-dimensional (3D) virtual reality content is widely used for educational and training purposes, and there has been interest in how virtual reality environments influence users' learning effect. Analyzing survey data collected from a game play, this study examined how presence in a 3D virtual reality car driving simulation game impacts…
Descriptors: Transfer of Training, Intention, Computer Simulation, Computer Games
Kaimara, Polyxeni; Fokides, Emmanuel; Oikonomou, Andreas; Deliyannis, Ioannis – Technology, Knowledge and Learning, 2021
?eachers seek to attract students' attention by demonstrating the relevance of learning content to daily activities and enhancing their students' self-esteem and satisfaction. In the digital world, an example of an innovative learning tool is digital games. Digital game learning (DGBL) is a smart pedagogical approach that utilises digital games.…
Descriptors: Barriers, Computer Games, Game Based Learning, Preservice Teachers
Siffrinn, Nicole E. – Canadian Modern Language Review, 2021
In applied linguistics, creativity has traditionally been conceptualized as an anthropocentric activity where semiotic resources are used as mediating tools to generate new meaning. This article challenges that view by exploring the non-representational forces that vitalize creativity to keep language moving in a theatre game played with…
Descriptors: Creativity, Applied Linguistics, Semiotics, Theater Arts
Pflaumer, Nadine; Knorr, Nancy; Berkling, Kay – British Journal of Educational Technology, 2021
The study presented here was aimed at understanding how teachers go about appropriating technology from the iRead EU Horizon 2020 Project into the classroom. iRead provides an adaptive personalised literacy game called Navigo that is deployed in tablets and intended for regular usage in the elementary school classroom. In our case, the game was…
Descriptors: Foreign Countries, Literacy Education, Educational Games, Elementary Education
Van der Westhuizen, Leonie M.; Hannaway, Donna M. – South African Journal of Childhood Education, 2021
Background: The digital world and the concomitant changes in early childhood education have created uncertainty for teachers not knowing how to adjust their pedagogical practices of using digital play to enhance language development. Aim: This study aimed to analyse what teachers understand by digital play and how they use it for language teaching…
Descriptors: Teaching Methods, Computer Games, Elementary School Students, Urban Areas
Chu, Shih-Ting; Hwang, Gwo-Jen; Chien, Shu-Yun; Chang, Shao-Chen – British Journal of Educational Technology, 2023
In recent years, several studies have reported the potential of employing digital games in EFL (English as Foreign Language) courses to promote students' learning motivation. However, scholars have pointed out that students generally lack self-learning ability, which is the key to the success of learning a foreign language. Therefore, it is…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Games
O'Grady-Jones, Mary; Grant, Michael M. – Gifted Child Today, 2023
The purpose of this research was to describe the impact of digital game building on fourth grade gifted and talented students' problem-solving, creativity, and collaboration skills. Increasingly, there has been a call to involve students in real-world experiences through projects that explore authentic issues using technology. Game design-based…
Descriptors: Academically Gifted, Talent, Computer Games, Educational Games
Milkova, Eva; Pekarkova, Simona – Interactive Learning Environments, 2023
The presented study focuses on children aged from 5 to 6.5 who attend Czech kindergartens. Its purpose is to explore a potential positive impact of an educational game application on malleability of children's spatial skills through the application usage. The research was conducted as a pedagogical experiment in which the pre-test and post-test…
Descriptors: Spatial Ability, Kindergarten, Preschool Children, Educational Games
Rao, Nirmala; Chan, Stephanie W. Y.; Su, Yufen; Mirpuri, Sheena; Richards, Ben; Sun, Jin; Li, Zhang; Ip, Patrick – Early Child Development and Care, 2023
Changes in physical activity levels and increases in screen time across different cohorts may affect young children's motor skill development (MSD). This study examined cohort differences in MSD in China. Four-year-olds living in Shanghai and in Guizhou province were assessed, in individual sessions, in 2013 (n = 230) and in 2017 (n = 446).…
Descriptors: Foreign Countries, Young Children, Motor Development, Physical Activity Level