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Bamufleh, Dalal; Hussain, Reem; Sheikh, Eman; Khodary, Khlood – Journal of Education and Learning, 2020
As a new trend in learning, simulation games play an active and essential role in the area of educational technology. Gaming makes a positive impact on the learning process. It has the capability to enhance creativity, problem-solving, communication, decision-making, and collaboration (Faizan et al., 2015). This paper is aimed at exploring the…
Descriptors: Computer Simulation, Computer Games, Game Based Learning, Student Attitudes
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Bawa, Papia – International Journal of Game-Based Learning, 2020
Today, there is growing interest in digital game-based learning (DGBL) due to the increase in the variety of educational and commercial games available. Literature indicates that video games in general have entertaining, motivational, and educational benefits. Despite this, there is a lack of research comparing game types to assess their value for…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Role Playing
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Liu, I-Fan – International Journal of Distance Education Technologies, 2020
Fun games can generate a flow experience for players, and further increase their willingness to continue gameplay. However, an important issue that has long concerned educators and game developers is how to incorporate learning subjects into games and achieve the goal of learning through play. This study designed an English blockade-running game…
Descriptors: Game Based Learning, Handheld Devices, Intention, Educational Games
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Vargas-Macías, Zulma Liliana; Rodríguez-Hernandez, Ariel Adolfo; Sánchez-Sáenz, Claudia Liliana – GIST Education and Learning Research Journal, 2020
This article is the result of the SGI 2174 project. Its objective is to identify how elements, techniques and mechanics game (gamification) have been implemented, as an ICT-mediated learning strategy for learning and training in the education. A systemic literary review of works on the subject is carried out to contextualize and identify methods,…
Descriptors: Computer Games, Teaching Methods, Learning Strategies, Game Based Learning
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Chu, Man-Wai; Fowler, Teresa Anne – International Journal of Game-Based Learning, 2020
The use of computer games in education has been increasing in popularity during the past decade. Game-based learning environments are designed to teach specific knowledge content and skill-based learning outcomes using game elements. One main reason for using game-based learning environments is to increase student motivation and engagement while…
Descriptors: Educational Games, Computer Games, Formative Evaluation, Feedback (Response)
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Westera, Wim; Prada, Rui; Mascarenhas, Samuel; Santos, Pedro A.; Dias, João; Guimarães, Manuel; Georgiadis, Konstantinos; Nyamsuren, Enkhbold; Bahreini, Kiavash; Yumak, Zerrin; Christyowidiasmoro, Chris; Dascalu, Mihai; Gutu-Robu, Gabriel; Ruseti, Stefan – Education and Information Technologies, 2020
This article provides a comprehensive overview of artificial intelligence (AI) for serious games. Reporting about the work of a European flagship project on serious game technologies, it presents a set of advanced game AI components that enable pedagogical affordances and that can be easily reused across a wide diversity of game engines and game…
Descriptors: Artificial Intelligence, Educational Games, Educational Technology, Computer Software
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Morin, Jennifer; Tamberelli, Frank; Buhagiar, Tarek – Journal of Education for Business, 2020
Many educators utilize simulations to create active learning environments suitable for learning outcome achievement and soft skill development, which are critical for student success in the workforce. However, many educators focus primarily on affective benefits of simulations, such as engagement and motivation, rather than cognitive impacts, such…
Descriptors: Undergraduate Students, Business Administration Education, Educational Games, Computer Games
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Uluay, Gulsah; Dogan, Alev – Journal of Education in Science, Environment and Health, 2020
The aim of this paper is to introduce Kodu Game Lab to pre-service science teachers through a method course based on MAGDAIRE framework and prepare them to design their own digital games. In accordance with this purpose, key factors towards using digital games in classroom are also observed. Convergent parallel design that is a type of mix method…
Descriptors: Preservice Teachers, Science Teachers, Teaching Methods, Electronic Learning
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Tang, Xiaofei; Taguchi, Naoko – CALICO Journal, 2020
A well-designed game can offer enormous opportunities for pragmatics learning by providing an immersive environment where learners can practice L2 in a variety of social contexts. To examine the applicability of gaming to L2 pragmatics learning, this study used the platform "Unity" to develop a scenario-based digital game…
Descriptors: Phrase Structure, Pragmatics, Feedback (Response), Second Language Learning
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Hatipoglu, Çiler; Gajek, Elzbieta; Miloshevska, Lina; Delibegovic Džanic, Nihada – Research-publishing.net, 2020
Online crowdsourcing sites/platforms have become popular in recent years. This study aims to uncover when, where, and how language learners in Turkey (TUR), Poland (POL), Macedonia (MAC), and Bosnia and Herzegovina (B&H) make use of the available crowdsourcing websites/games to learn foreign languages. To ensure parallelism among the data…
Descriptors: Electronic Publishing, Collaborative Writing, Foreign Countries, Second Language Learning
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Olipas, Cris Norman P.; Leona, Rodibelle F. – Online Submission, 2020
This study aimed at evaluating the extent of the engagement to social networking sites, the impact of playing mobile games and the degree of learning experiences among the first year Bachelor of Science in Information Technology (BSIT) students in a State University in Central Luzon, Philippines to provide a basis for designing intervention…
Descriptors: Foreign Countries, Learner Engagement, Telecommunications, Handheld Devices
Frederick J. Poole – ProQuest LLC, 2020
The purpose of this multiple-paper dissertation is to design a digital game and stealth assessments within the game to assess young second language learners' Chinese reading proficiency. In Chapter 2 (Paper 1), I describe the game designed for this dissertation and how it was implemented in a dual language immersion classroom. This study found…
Descriptors: Educational Games, Immersion Programs, Reading Comprehension, Student Evaluation
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dos Santos, Paulo Ricardo; Barbosa, Débora N. F.; Azevedo Neto, Eduardo G.; Barbosa, Jorge L. V.; Correia, Sérgio D.; Leithardt, Valderi R. Q. – Education Sciences, 2021
The use of information communication technologies (ICT) in education brings up new possibilities of promoting learning and health experiences. In this sense, education contexts of the 21st century must consider these two areas of knowledge, especially their integration. This article presents learning practices developed with mobile devices and…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
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Lutfi, Achmad; Hidayah, Rusly; Sukarmin, Sukarmin; Dwiningsih, Kusumawati – Journal of Technology and Science Education, 2021
The use of games in the chemistry learning process has a positive effect on students' behaviour, understanding, and interest in the discussed topics. A Chebo Collect (chemical bonding collects) game, which has met validity, practicality, and effectiveness criteria, was used as a medium to learn chemical bonds. This study aimed to assess the use of…
Descriptors: Science Instruction, Chemistry, Educational Games, Teaching Methods
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Ko, Shaun; Eslami, Zohreh R. – TESL-EJ, 2021
We present a systematic review of the literature on the use of multiuser virtual environments (MUVE) on the development of pragmatic competence in second language (L2) learners. Specifically, we reviewed studies examining the potential of L2 pragmatic development through synthetic immersive virtual environment (SIE) and massively multiplayer…
Descriptors: Pragmatics, Second Language Learning, Second Language Instruction, Teaching Methods
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