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van Groen, Maaike M.; Eggen, Theo J. H. M. – Journal of Applied Testing Technology, 2020
When developing a digital test, one of the first decisions that need to be made is which type of Computer-Based Test (CBT) to develop. Six different CBT types are considered here: linear tests, automatically generated tests, computerized adaptive tests, adaptive learning environments, educational simulations, and educational games. The selection…
Descriptors: Computer Assisted Testing, Formative Evaluation, Summative Evaluation, Adaptive Testing
Özhan, Seyma Çaglar; Kocadere, Selay Arkün – Journal of Educational Computing Research, 2020
This study aimed to examine the factors that explain academic success in a gamified online learning environment considering flow, emotional engagement, and motivation. The gamified online learning environment was used by 40 undergraduate students, and the data gathered from them. A hypothetical path model showing the interaction of variables with…
Descriptors: Undergraduate Students, Educational Games, Video Games, Psychological Patterns
Ke, Fengfeng; M. Clark, Kathleen – International Journal of Science and Mathematics Education, 2020
This mixed-method study aims to explore the feasibility of using the game-based, multimodal representation of mathematical problems to support middle school students' practice and performance of math problem representation and solving. A three-dimensional architectural simulation game, called E-Rebuild, was developed to engage students in…
Descriptors: Middle School Students, Mathematics Education, Educational Games, Problem Solving
Gulz, Agneta; Londos, Ludvig; Haake, Magnus – International Journal of Artificial Intelligence in Education, 2020
This study investigated how preschool children processed and understood critical information in Magical Garden, a teachable agent-based play-&-learn game targeting early math. We analyzed 36 children's (ages 4-6 years) real-time behavior during game-use to explore whether children: (i) processed the information meant to support number sense…
Descriptors: Preschool Children, Educational Games, Mathematics Instruction, Preschool Education
Sailer, Michael; Homner, Lisa – Educational Psychology Review, 2020
This meta-analysis was conducted to systematically synthesize research findings on effects of gamification on cognitive, motivational, and behavioral learning outcomes. Results from random effects models showed significant small effects of gamification on cognitive (g = 0.49, 95% CI [0.30, 0.69], k = 19, N = 1686), motivational (g = 0.36, 95% CI…
Descriptors: Educational Games, Game Based Learning, Cognitive Processes, Student Motivation
Michael Horn; Pryce Davis; Amartya Banerjee; Reed Stevens – International Journal of Designs for Learning, 2020
Confronting issues of global climate change will require creative approaches to energy consumption across a range of human activities. This design case looks at the evolution of a physical/digital hybrid board game that we created to encourage families to reflect on household energy consumption and environmental sustainability. Design in this…
Descriptors: Game Based Learning, Energy Conservation, Climate Control, Educational Games
York, James; Poole, Frederick J.; deHaan, Jonathan W. – Foreign Language Annals, 2021
In this paper, we argue that current research on games in language education, predominantly framed as "digital game-based language learning" (DGBLL), is lacking details regarding the role of teachers, or more precisely, the verbalization of the pedagogical underpinnings, scaffolds, and techniques teachers use to successfully integrate…
Descriptors: Educational Games, Teaching Methods, Game Based Learning, Second Language Learning
Vanbecelaere, Stefanie; Cornillie, Frederik; Sasanguie, Delphine; Reynvoet, Bert; Depaepe, Fien – British Journal of Educational Technology, 2021
Adaptive educational games provide new opportunities to train early numerical skills. However, empirical evidence for the effectiveness of adaptive educational games is scarce. This study investigated the effectiveness of an adaptive game compared to a nonadaptive game in terms of cognitive, noncognitive and efficiency outcomes. In total, 84…
Descriptors: Instructional Effectiveness, Educational Games, Mathematics Instruction, Numeracy
Eltem, Özlem; Berber, Asiye – Participatory Educational Research, 2021
Given the rapid pace of science today, we can feel the influence of it in all aspects of our lives. Therefore, it is aimed to raise individuals with advanced thinking skills who learn and use knowledge in science class and can combine science and technology. In line with such purposes, it is believed that different methods and techniques are…
Descriptors: Educational Games, Scientific Concepts, Science Instruction, Game Based Learning
Vasalou, Asimina; Benton, Laura; Ibrahim, Seray; Sumner, Emma; Joye, Nelly; Herbert, Elisabeth – British Journal of Educational Technology, 2021
This paper examines how primary aged children with reading difficulties attend to, understand and act upon different types of feedback within a digital literacy game. A systematic and structured video analysis of twenty-six children's game play was carried out focussing on moments where children made an error and were followed by in-game feedback.…
Descriptors: Children, Reading Difficulties, Educational Games, Game Based Learning
Spalding, Sarah M. – History Teacher, 2021
By using the "Game of Thrones" pop-culture television series, the author has structured courses in a way that seeks to solve problems that plague many history courses serving university requirements. In this article, the author will discuss how gaming the classroom can serve as a solution to the issue of engaging majors and non-majors…
Descriptors: History Instruction, Educational Games, Teaching Methods, Role Playing
Nardo, Aline; Gaydos, Matthew – Ethics and Education, 2021
In this paper we discuss the potential of digital games to create meaningful educational experiences that contribute to the learning of ethics in higher education (HE) Science, Technology, Engineering and Mathematics (STEM) degrees. We describe the design of a new digital ethics game with a focus on the challenges we encountered when applying…
Descriptors: Ethics, Educational Games, Teaching Methods, STEM Education
Davlin-Pater, Christina – Athletic Training Education Journal, 2021
Context: The educational escape room is an innovative teaching strategy, and the use of this technique is gaining popularity in some health care disciplines. It is believed to promote acquisition of knowledge and skills, increase motivation, and encourage engagement, critical thinking, collaboration, and problem-solving. Objective: To describe the…
Descriptors: Athletics, Allied Health Occupations Education, Educational Games, Instructional Innovation
Johnson, Tyler G.; Twietmeyer, Gregg – Journal of Physical Education, Recreation & Dance, 2021
Informal participation in sport is a universal practice across time, space, and culture. One such manifestation is "pick-up games." A pick-up game is an informal version of a team sport played by an arbitrary or selected group of people who play because they want to, not because they have to. The purpose of this article is to highlight…
Descriptors: Team Sports, Physical Education, Educational Games, Metabolism
Macoun, Sarah J.; Schneider, Isabel; Bedir, Buse; Sheehan, John; Sung, Andrew – Journal of Autism and Developmental Disorders, 2021
This pilot study investigated the efficacy of a game-based cognitive training program ("Caribbean Quest"; CQ) for improving attention and executive function (EF) in school-aged children with Autism Spectrum Disorder (ASD). CQ is a 'serious game' that uses a hybrid process-specific/compensatory approach to remediate attention and EF…
Descriptors: Executive Function, Short Term Memory, Attention, Intervention

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