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Jennifer A. Cardenas Castaneda; Pei-Chun Lin; Patrick C. K. Hung; Hua-Xu Zhong; Hao-An Tseng; Yung-Fa Huang; Rafiq Ahmad – Smart Learning Environments, 2025
Education in science, technology, engineering, and mathematics (STEM) is essential to achieving continued technological advancement. The most critical years for instilling knowledge are during childhood, and a strategic way to accomplish this is through playful materials. Therefore, there is a need to develop more inclusive solutions to achieve…
Descriptors: Instructional Design, STEM Education, Visual Impairments, Students with Disabilities
Sara Ekström; Lena Pareto; Sara Ljungblad – Education and Information Technologies, 2025
There is a growing interest in whether social robots, which are embodied and exhibit human-like behaviour, can be used for teaching and learning. Still, very few studies focus on the teacher's role. This study focuses on how a teacher acted in a learning-by-teaching activity with 20 children. In this small-scale field experiment, the teacher's…
Descriptors: Mathematics Instruction, Cooperative Learning, Scaffolding (Teaching Technique), Video Games
Michael Fowler – Journal of Political Science Education, 2025
Wargames and crisis simulations can be useful pedagogical tools when deliberately used. This paper explores the spectrum of pedagogical objectives; what use are wargames for learning? What types of objectives can they explore? How do you align the learning objectives with the right type of game? The paper leverages Bloom's Taxonomy of learning as…
Descriptors: College Students, College Faculty, Educational Games, Computer Games
Nongluk Weerasiri; Pinanta Chatwattana – Journal of Education and Learning, 2025
The community-based learning model via game simulation to promote community public health diagnosis skills, or CBL model via game simulation, is a research tool that was devised based on the concepts of public health diagnosis using the seven community tools (geo-social mapping, genogram, community organization chart, local health system,…
Descriptors: Public Health, Educational Games, Computer Simulation, Game Based Learning
Jiawen Liu; Rustam Shadiev; Mei Cao – Education and Information Technologies, 2025
Integrating digital games into learning about digital citizenship has garnered significant attention. While digital game-based learning has the potential to enhance learners' academic performance, engagement, and motivation, these games often focus on specific aspects of digital citizenship education and lack systematic design approaches.…
Descriptors: Computer Games, Educational Games, Game Based Learning, Citizenship Education
Elena Carrión Candel; Cristina de-la-Peña; Beatriz Chaves-Yuste – Turkish Online Journal of Distance Education, 2025
The use of gamified digital tools has become a key and dynamic component in the work of educators, playing a crucial role in shaping various educational tasks. These tools offer a more playful, effective, and interactive learning experience aimed at increasing student motivation and providing immediate feedback. Based on these principles, this…
Descriptors: Educational Technology, Technology Uses in Education, Gamification, Educational Games
Serap Cavkaytar; Gizem Yildiz – Support for Learning, 2025
The aim of this research is to determine the functional reading teaching experiences of special education teacher candidates studying in the final year of the faculty of education special education teaching program. Teacher candidates' functional reading teaching experiences, the difficulties they experienced in functional reading teaching, and…
Descriptors: Reading Instruction, Special Education, Preservice Teachers, Special Education Teachers
Nergiz Teke; Tugba Bas – European Journal of Education, 2025
Early literacy skills, the basis of literacy skills, can be introduced to children through various stimuli and are supported by digital games with the increasing use of technology. This study aims to investigate the games children can download from the Play Store, which has high accessibility and allows them to play offline many times, regarding…
Descriptors: Emergent Literacy, Computer Games, Educational Games, Computer Oriented Programs
Ruta Pirta-Dreimane; Agne Brilingaite; Evita Roponena; Karen Parish; Janis Grabis; Ricardo Gregorio Lugo; Martinš Bonders – Technology, Knowledge and Learning, 2025
Incorporating gamification elements and innovative approaches in training programs are promising for addressing cybersecurity knowledge gaps. Cybersecurity education should combine hard and soft skill development when building the capacity to manage cyber incidents requiring timely communication, team collaboration, and self-efficacy in risk…
Descriptors: Computer Security, Computer Science Education, Educational Games, Gamification
Yu-Fen Yang; I-Chun Lee; Christine Chifen Tseng; Siao-Cing Lai – Journal of Research on Technology in Education, 2025
This study investigated how a digital game-based learning (DGBL) environment affected low- (LP) and high-proficiency (HP) primary school students' self-regulated learning strategies and vocabulary development. Data were collected from 62 sixth graders (20 LP and 20 HP students) who learned English as a Foreign Language (EFL). The statistics…
Descriptors: Independent Study, Learning Strategies, Vocabulary Development, Computer Games
Carl-Anton Werner Axelsson; Thomas Nygren; Jon Roozenbeek; Sander van der Linden – Journal of Research on Technology in Education, 2025
Although the serious game "Bad News" has been used to inoculate citizens against misinformation, it has not been formally evaluated in traditional classrooms. We therefore evaluated its impact on 516 upper-secondary Swedish students playing individually, paired, or with the whole class. Results show that students improved their ability…
Descriptors: Foreign Countries, Secondary School Students, Adolescents, Educational Games
Xiaoyun Shangguan; Jianfen Wu; Yunpeng Wu; Chen Chen – Early Education and Development, 2024
"Research Findings:" Sustained attention is a fundamental cognitive function for young children's development. We investigated the effects of school-based audiovisual game training with parental involvement on sustained attention (SA) in 5-6-year-old Chinese children. Totally 75 children and their parents participated and were assigned…
Descriptors: Foreign Countries, Rural Schools, Training, Parent Participation
Furkan Yucel; Hasret Sultan Unal; Elif Surer; Nejan Huvaj – IEEE Transactions on Learning Technologies, 2024
Laboratory experience is an integral part of the undergraduate curriculum in most engineering courses. When physical learning is not feasible, and when the demand cannot be met through actual hands-on laboratory sessions, as has been during the COVID-19 pandemic, virtual laboratory courses can be considered as an alternative education medium. This…
Descriptors: Electronic Learning, Engineering Education, COVID-19, Pandemics
Krishna Mohan Surapaneni – Biochemistry and Molecular Biology Education, 2024
Innovations in medical education, including the integration of narrative-based tales, are transforming the way complex biochemical concepts are taught and understood. In this "Idea to Explore", the essence of integrating tales that personify molecules and depict biochemical processes as engaging stories to enhance student engagement,…
Descriptors: Biochemistry, Creative Teaching, Science Instruction, Critical Thinking
Veronica Membrive, Editor – IGI Global, 2024
"Practices and Implementation of Gamification in Higher Education" is a comprehensive book that explores the integration of gamification in tertiary education as an innovative approach to teaching and learning. By leveraging the mechanics of games, educators are able to achieve enhanced results, foster critical thinking, and promote…
Descriptors: College Faculty, Gamification, Game Based Learning, Educational Games

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