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Kapp, Felix; Spangenberger, Pia; Kruse, Linda; Narciss, Susanne – Metacognition and Learning, 2019
Self-evaluation of one's competences is considered a core factor in various domains of human functioning, including learning and instruction, as well as academic and vocational choices. Researchers from the fields of metacognition and learning, as well as motivation and learning have thus intensively investigated issues related to the…
Descriptors: Educational Games, Self Evaluation (Individuals), Technological Literacy, Self Efficacy
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Sun, Zhong; Lin, Chin-Hsi; Lv, Kaiyue; Song, Jie – Educational Technology Research and Development, 2021
Mobile serious games are increasingly utilized as educational tools in elementary schools, and a considerable body of research has focused on evaluating such games' educational effectiveness. However, such work has generally ignored learning processes, and especially how knowledge is constructed. Given the important role of knowledge construction…
Descriptors: Telecommunications, Handheld Devices, Elementary School Students, Educational Games
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Aydin, Muharrem; Karal, Hasan; Nabiyev, Vasif – Education and Information Technologies, 2023
This study aims to examine adaptability for educational games in terms of adaptation elements, components used in creating user profiles, and decision algorithms used for adaptation. For this purpose, articles and full-text papers in Web of Science, Google Scholar, and Eric databases between 2000-2021 were searched using the keywords…
Descriptors: Educational Games, Game Based Learning, Programming, Physics
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Almeida, Fernando – Cypriot Journal of Educational Sciences, 2017
The teaching of entrepreneurship is currently a fundamental pillar in the construction of social responsibility with strong impact on the future economic development of society. The use of serious games in the entrepreneurship field is a way of encouraging students' motivation to become entrepreneurs and develop their skills in the field. In this…
Descriptors: Entrepreneurship, Social Responsibility, Teaching Methods, Educational Games
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Bakhuys Roozeboom, Maartje; Visschedijk, Gillian; Oprins, Esther – British Journal of Educational Technology, 2017
Although serious games are more and more used for learning goals, high-quality empirical studies to prove the effectiveness of serious games are relatively scarce. In this paper, three empirical studies are presented that investigate the effectiveness of serious games as opposed to traditional classroom instruction on learning features as well as…
Descriptors: Instructional Effectiveness, Educational Games, Longitudinal Studies, Case Studies
Hudson, Matthew – Online Submission, 2016
Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a "clan" or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes…
Descriptors: Ethnography, Well Being, Social Influences, Self Esteem
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Kato, Pamela M.; de Klerk, Sebastiaan – Journal of Applied Testing Technology, 2017
Serious games are increasingly being explored for use as assessment tools in broad domains. Drawing from research in these domains, we present important advantages and challenges that arise when using games for assessment. In light of this context and as an introduction to this special issue on Serious Games and Assessments, we introduce the…
Descriptors: Evaluation Methods, Formative Evaluation, Design, Educational Games
Almeida, Fernando L. F. – Online Submission, 2017
The use of educational games for pedagogical practice can provide new conceptions of teaching-learning in an interactive environment stimulating the acquisition of new knowledge. The so-called serious games are focused on the goal of transmitting educational content or training to the user. In the context of entrepreneurship, serious games appear…
Descriptors: Classroom Techniques, Entrepreneurship, Educational Games, Learning Strategies
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Koupritzioti, Dimitra; Xinogalos, Stelios – Education and Information Technologies, 2020
Serious games or educational games have attracted the interest of instructors and researchers for several years. In the field of education, serious games are being used for motivating students, attracting their interest in cognitively demanding fields and making the teaching and learning process more fun. Moreover, learning through implementing…
Descriptors: Educational Games, Mathematics Activities, Mathematics Education, Programming
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Owen, V. Elizabeth; Baker, Ryan S. – Technology, Knowledge and Learning, 2020
As a digital learning medium, serious games can be powerful, immersive educational vehicles and provide large data streams for understanding player behavior. Educational data mining and learning analytics can effectively leverage big data in this context to heighten insight into student trajectories and behavior profiles. In application of these…
Descriptors: Educational Games, Video Games, Decision Making, Prediction
Zhou, Ting – ProQuest LLC, 2019
The purpose of this study was to explore the variables that might affect the learning outcomes of a serious game for disaster preparedness. Literature review in the field has revealed a number of variables that might have effects on the learning outcome with serious games, including: prior knowledge, in game guidance, gaming frequency, and playing…
Descriptors: Emergency Programs, Educational Games, Game Based Learning, Instructional Effectiveness
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Almeida, Fernando; Buzady, Zoltan – Journal of Applied Research in Higher Education, 2022
Purpose: This study aims to present a practical approach to recognizing leadership styles by adopting a serious game in the context of an entrepreneurship course in higher education. Design/methodology/approach: The action-research methodology is adopted to explore how the various leadership styles are perceived and assimilated by students.…
Descriptors: Educational Games, Entrepreneurship, College Students, Student Attitudes
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Daoudi, Ibtissem – Education and Information Technologies, 2022
In recent years, the interest in the use of serious games as teaching and learning tools in traditional educational processes has increased significantly. Serious Educational Games (SEG) and Learning Analytics (LA) are gaining increasing attention from teachers and researchers, since they both can improve the learning quality. In this article, we…
Descriptors: Learning Analytics, Usability, Educational Games, Educational Benefits
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Wang, Yichuan; Rajan, Pramod; Sankar, Chetan S.; Raju, P. K. – IEEE Transactions on Learning Technologies, 2017
Serious games are becoming important educational tools and are increasingly being integrated into courses in many different academic areas and widely portrayed as a means of helping individuals concentrate on the subject matter and enjoy learning. This paper discusses the development and testing of a serious game by using a research model where…
Descriptors: Teaching Methods, Educational Games, Difficulty Level, Usability
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Debabi, Wassila; Champagnat, Ronan – International Association for Development of the Information Society, 2017
Serious games seem to be a promising alternative to traditional practices for learning. Recently, their use in computer science education and learning programming became more widespread. Actually, many students in programming courses have difficulties to master all required competencies and skills especially at introductory level and games have…
Descriptors: Computer Games, Educational Games, Computer System Design, Computer Science Education
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