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Simone Titus; Dick Ng'ambi – International Journal of Game-Based Learning, 2023
Although game-based learning has gained significant attention in higher education globally, it is difficult to harness its engagement and interactions to improve student success. This paper argues that the use of digital games has the potential to interrupt social practices and increase engagement and interaction, thereby fostering meaningful…
Descriptors: Cross Cultural Training, Game Based Learning, Computer Games, Learner Engagement
Siti Muthomimah; Fattah Hanurawan; Nur Eva; Hetti Rahmawati – Pegem Journal of Education and Instruction, 2023
Educational games are becoming a learning trend for elementary school students today because of their fun nature and attractive appearance which makes students interested in trying them. Pancasila educational games are also designed to make learning more interesting. Testing of educational games and their compatibility with human-computer…
Descriptors: Educational Games, Elementary School Students, Learner Engagement, Computer Games
Çelik, Türkan – Research on Education and Media, 2023
The present study aims to examine prospective history teachers' process of using digital games to design history lessons and delivering the designed lessons in virtual classrooms. The study employed a design-based research model and was conducted with 31 participants selected based on the criterion sampling method. Data were collected through…
Descriptors: Computer Games, Teaching Methods, History Instruction, Thinking Skills
Tang, Joni Tzuchen; Nine, Wei Tung; Wang, Yi Chen – Education and Information Technologies, 2023
Children always have a natural inclination to play, so the purpose of game-based learning is to establish a way for children to acquire knowledge while playing. This study is to discover the relationship between children's play preferences and learning performances toward a mathematics mobile game we designed. The tablet game we designed,…
Descriptors: Preschool Education, Preschool Children, Mathematics Education, Game Based Learning
Selçuk Alkan; Tuba Ada – International Journal for Technology in Mathematics Education, 2023
Designing a digital game using method, activities, contexts and problems which have been proved to be effective in mathematics education for a long time, will increase the effectiveness and success of the game. The purpose of this study was to reflect the digital game design process for the area concept. The design-based research method was used…
Descriptors: Video Games, Computer Games, Mathematics Education, Educational Technology
Zhitian Skylor Zhang; Martina Seemann; Richard Joos; Markus Suren; Helge Fischer; Mathias Hofmann – Journal of Creative Behavior, 2025
Given the increasing emphasis on game-based approaches (GBAs) and the critical importance of cultivating creativity, there is an urgent need for a comprehensive examination of this emerging interdisciplinary field. The present study employs a scoping review methodology to provide an overview of the existing research that utilized GBAs as a means…
Descriptors: Creativity, Teaching Methods, Game Based Learning, Interdisciplinary Approach
Seyma Türen; Pinar Bagçeli Kahraman – Education and Information Technologies, 2025
The increasing prevalence of digital technologies has notably expanded children's accessibility to a diverse range of digital tools day by day. Consequently, this evolution has significantly influenced the gaming landscape, propelling the surge in popularity of digital games among children. This change has also led to the need for changes in the…
Descriptors: Predictor Variables, Preschool Children, Video Games, Computer Games
Ragad M. Tawafak; Waleed Mugahed Al-Rahmi; Abdulrahman Alshimai; Ibrahim Yaussef Alyoussef; Ayad Aldaijy – Contemporary Educational Technology, 2025
The importance of gameplay extends beyond mere entertainment, playing a crucial role in shaping behavioral intentions (BIs) in various contexts. This research aims to discover how digital gameplay influences students' BIs, mainly in the context of technology adoption in education. The main objective is to investigate the impact of digital gameplay…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Computer Games
Jia-Hua Zhao; Shu-Tao Shangguan; Guo Long; Qi-Fan Yang – Journal of Science Education and Technology, 2025
Digital game-based learning is a student-centered learning environment that influences learning success and learning motivation. Whereas, a poorly designed instructional game will impair learning. Through extensive knowledge construction and high engagement, collaborative concept mapping strategies have the potential to address above problems.…
Descriptors: Educational Principles, Teaching Methods, Science Instruction, Cooperative Learning
Project Tomorrow, 2025
In support of new local and state discussions about how to most effectively utilize technology in the classroom, Project Tomorrow, in collaboration with Spectrum Business®, is publishing a new series of reports that examine each of the three digital divides (the access, design and use divides) through the lens of the Speak Up Research findings.…
Descriptors: Technology Uses in Education, Access to Computers, Learning Processes, Educational Technology
Shu-Fang Hsieh; Gwo-Jen Hwang – Journal of Computer Assisted Learning, 2025
Background: While both Content and Language Integrated Learning (CLIL) and Digital Game-Based Learning (DGBL) are widely recognised as effective methods to enhance bilingual education, their combination often leads to cognitive overload and fragmented learning experiences. In Taiwan's bilingual education context, where integrating English into…
Descriptors: Concept Mapping, Content and Language Integrated Learning, Computer Games, Educational Games
American Journal of Play, 2020
T. L.Taylor is Professor of Comparative Media Studies at Massachusetts Institute of Technology (MIT) and cofounder and Director of Research for AnyKey, an organization dedicated to supporting and developing fair and inclusive esports. She is a qualitative sociologist who has focused on internet and game studies for over two decades, and her…
Descriptors: Educational Sociology, Video Games, Computer Games, Internet
Adrián Sabalete Suárez; Manuel Roblizo Colmenero – International Studies in Catholic Education, 2024
Skills enabling the integration of information and communications technology (ICT) in classrooms have become necessary for teachers' professional practice. Using an applied approach, this study conducts an analysis of the use of and attitudes and perceptions towards digital skills among Spanish teachers in Salesian schools. Given the relevance of…
Descriptors: Technological Literacy, Pedagogical Content Knowledge, Teacher Attitudes, Digital Literacy
Mar'atussolichah; Hamidulloh Ibda; Muhammad Fadloli Al-Hakim; Faizah Faizah; Aniqoh Aniqoh; Mahsun Mahsun – Journal of Education and Learning (EduLearn), 2024
The background of this research is the need for teacher innovation in developing digital-based learning media in Indonesian language learning. The research method used is research and development (R&D) with the analysis, design, develop, implement, and evaluate (ADDIE) model, which consists of five research stages: analysis, planning,…
Descriptors: Educational Games, Indonesian, Elementary School Students, Teaching Methods
Saman Ebadi; Hanieh Azizimajd – Education and Information Technologies, 2024
This study reports the results of a mixed-methods investigation on the impact of task-based speaking practices using the Clubhouse application outside the classroom on EFL learners' oral fluency and willingness to communicate (WTC). Sixty upper-intermediate EFL learners were divided into experimental and control groups practicing speaking skills…
Descriptors: English (Second Language), English Language Learners, Handheld Devices, Computer Software

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