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Shernoff, David J. – AERA Online Paper Repository, 2023
In this paper, we report the results of a 3-year, quasi-experimental study comparing students' engagement and deep learning of course materials between students who took an undergraduate engineering course that used a video game approach to a control group. The video game, EduTorcs, provided challenges in which students devised control algorithms…
Descriptors: Learner Engagement, Undergraduate Students, Engineering Education, Video Games
Demirci, Ömer; Ineç, Zekeriya Fatih – Acta Didactica Napocensia, 2023
This study aims to advance the development of the mathematical processing skills of students by suggesting the use of digital geography games. This includes an analysis of its contribution to the standard mathematics curriculum in areas such as data processing as well as its contribution to social studies curricula in areas such as map literacy,…
Descriptors: Video Games, Geography Instruction, Mathematics Education, Data Processing
Tao, Yingxu; Zou, Bin – Computer Assisted Language Learning, 2023
Technological progress has enhanced classroom gamification in a number of learning contexts. Kahoot! as a digital game-based learning platform is being increasingly integrated into teaching environments to facilitate effective classroom learning. The research focused on Chinese students' perceptions of using Kahoot! in classroom teaching in order…
Descriptors: Student Attitudes, Educational Games, Audience Response Systems, English (Second Language)
Jessica van Horssen; Zoë Moreton; Gaspard Pelurson – Journal of Learning Development in Higher Education, 2023
This paper explores how video games can enhance learning in the higher education Humanities classroom through play and critical discussions. Through the observation of two case studies, it aims to highlight important concepts and considerations and serve as a platform for future research and debate. The first case study utilised Sid Meier's…
Descriptors: Video Games, Technology Uses in Education, Higher Education, Case Studies
Feltrero, Roberto; Hernando, Saeta; Ionescu, Adina – American Journal of Distance Education, 2023
Digital interactive games are more than tools for entertainment and can be used as learning and training environments. This approach is giving rise to what is known as serious games. "YouVerify!" European project has developed a serious game called "BotBusters" to help young people cultivate the know-how to identify manipulated…
Descriptors: Electronic Learning, Learning Strategies, Media Literacy, Learner Engagement
Daniel Camuñas-García; María Pilar Cáceres-Reche; María de la Encarnación Cambil-Hernández – Education & Training, 2023
Purpose: The purpose of this study was to analyze the state of mobile game-based learning in the field of cultural heritage education. Design/methodology/approach A bibliometric methodology based on scientific mapping and an analysis of co-words was used. The scientific production on this field of study indexed in Scopus was analyzed. The analysis…
Descriptors: Handheld Devices, Telecommunications, Cultural Background, Game Based Learning
Breien, Fredrik S.; Wasson, Barbara – British Journal of Educational Technology, 2021
Previous research shows that digital game-based learning (DGBL) can have positive effects on engagement, motivation and learning, and that using narratives may reinforce these effects. A systematic review identified 15 DGBL systems that report effects from their use of narratives. A gap in the field, however, is the lack of a common model to…
Descriptors: Game Based Learning, Learner Engagement, Student Motivation, Literature Reviews
Traver, V. Javier; Leiva, Luis A.; Marti´-Centelles, Vicente; Rubio-Magnieto, Jenifer – Journal of Chemical Education, 2021
The periodic table allows students to easily understand the chemical elements and predict the behavior of theoretical yet undiscovered new elements. Many memorization techniques have been used for learning the periodic table, yet serious games (i.e., designed for a primary purpose other than pure entertainment) have been underexplored to…
Descriptors: Educational Games, Video Games, Chemistry, Science Instruction
Williams-Pierce, Caro; Thevenow-Harrison, Jordan T. – Journal of the Learning Sciences, 2021
Most research on mathematical play and learning is focused on early childhood. This study examines how mathematical play and learning manifest in older children in a mathematical videogame designed by the first author, "Rolly's Adventure." We examined how players experienced mathematical play as they played "Rolly's Adventure,"…
Descriptors: Mathematics Education, Play, Video Games, Failure
Dishon, Gideon – Educational Technology Research and Development, 2021
Video games' capacity to facilitate complex and interactive modes of engagement has led to their portrayal as particularly effective means for designing authentic and situated learning environments, which overcome the artificial and abstract nature of conventional teacher-centered schooling. Focusing on the intentional use of progressive-oriented…
Descriptors: Educational Games, Video Games, Design, Learning Processes
Bergstrom, Kelly – Communication Teacher, 2021
Courses: Introductory Research Methods, Digital Cultures. Objectives: This activity introduces students to participant observation as a method for data collection. Through this activity, students will gain experience taking observational field notes. The debriefing discussion will allow students to practice using their observational notes as…
Descriptors: Handheld Devices, Video Games, Participant Observation, Learning Activities
Luis E. Perez Cortes – ProQuest LLC, 2021
The growth of electronic sports (esports) is undeniable. One dimension of esports' growth can be seen in its adoption as an extracurricular club activity across an increasing number of high schools in the United States. Researchers and educators in literacy have increasingly recognized and emphasized the study of students' everyday lives and…
Descriptors: Digital Literacy, Multiple Literacies, High School Students, Video Games
Benjamin Emihovich – TechTrends: Linking Research and Practice to Improve Learning, 2024
Serious games, board games, and well-designed commercial video games represent emerging technologies that have been utilized by instructors to help students develop systems thinking skills. In this paper, the author proposes an innovative pedagogical framework that can support educators using digital game-based learning in higher education. By…
Descriptors: Game Based Learning, Technology Uses in Education, Thinking Skills, Systems Approach
Igor Ivanovic – Education and Information Technologies, 2024
This paper seeks to construct a narrative woven around the academic ventures and tribulations of third-year students who, in their initial university chapter, stumbled on the academic hurdles of General English 1 and 2 examinations and to immerse in a realm where digital game-based learning takes centre stage, exploring its potential as a…
Descriptors: Game Based Learning, College Students, Technology Uses in Education, Video Games
Mohammed Estaiteyeh; Isha DeCoito – Interactive Learning Environments, 2024
Differentiated instruction (DI) is a teaching approach that aims to achieve learning for diverse students. This study reports on promoting STEM teacher candidates' (TCs') implementation of technology-enhanced DI in teacher education courses. The research questions are: (1) How do TCs develop digital video games (DVGs) to be inclusive of DI?, and…
Descriptors: STEM Education, Preservice Teachers, Individualized Instruction, Student Needs

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