NotesFAQContact Us
Collection
Advanced
Search Tips
Audience
Laws, Policies, & Programs
United Nations Convention on…1
What Works Clearinghouse Rating
Showing 1 to 15 of 183 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Wang, Yang; Liu, Qingtang – International Journal of Game-Based Learning, 2020
The article explored the effects of game-based teaching on primary student dance teaching and learning. Two semesters of dance teaching and learning conducted by the same teacher were analyzed. In the first semester, the teacher taught dance in a traditional way. In the second semester, the teacher taught dance with a serious game in the teaching…
Descriptors: Instructional Effectiveness, Educational Games, Elementary School Students, Dance Education
Peer reviewed Peer reviewed
Direct linkDirect link
Wouters, Pieter; van der Meulen, Esmee S. – International Journal of Game-Based Learning, 2020
Adapting learning to the level and preferences of learners and game-based learning have increasingly received much attention. The current study examined whether learning styles based on the Felder-Silverman classification (perception, input, processing and organization of information) influence learning in GBL. Only the input and processing scales…
Descriptors: Cognitive Style, Educational Games, Preferences, Mathematics Education
Peer reviewed Peer reviewed
Direct linkDirect link
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)
Peer reviewed Peer reviewed
Direct linkDirect link
Ravyse, Werner Siegfried; Blugnaut, A. Seugnet; Botha-Ravyse, Chrisna R. – International Journal of Game-Based Learning, 2020
This study aimed to identify and rank the serious game fidelity themes that should be considered for retaining both the learning potential and predicted market growth of serious games. The authors also investigated existing links between fidelity and AI. The methodology unraveled serious game fidelity through the co-development of a theory- and…
Descriptors: Fidelity, Artificial Intelligence, Educational Games, Computer Games
Peer reviewed Peer reviewed
Direct linkDirect link
Yong, Su Ting; Gates, Peter; Chan, Andy Tak-Yee – International Journal of Game-Based Learning, 2019
This article explores the potential use metacognitive skills learned in computer games to teach mathematics. This study explored the similarities and differences in the learning of metacognitive skills between computer games and mathematics education. A mixed-methods approach was employed in which a quantitative survey (students, n=174) and a…
Descriptors: Metacognition, Thinking Skills, Skill Development, Computer Games
Peer reviewed Peer reviewed
Direct linkDirect link
Meriläinen, Mikko – International Journal of Game-Based Learning, 2019
Game jams are accelerated game creation events usually taking place over the course of a short time period. A variety of learning outcomes from game jamming has been discussed in previous research, with learning being a common motivation for attending game jams. Despite this, there has been little research into the psychological mechanisms driving…
Descriptors: Novices, Learning Experience, Games, Competition
Peer reviewed Peer reviewed
Direct linkDirect link
Cardinot, Adriana; Fairfield, Jessamyn A. – International Journal of Game-Based Learning, 2019
In this research article, the authors developed a novel astronomy board game and examined how this approach could facilitate the learning and teaching of astronomy topics covered in the new Irish Science Syllabus. A total of 119 post-primary students took part in the pilot trial across Ireland. Data was collected via feedback questionnaires,…
Descriptors: Educational Games, Learner Engagement, Physics, Astronomy
Peer reviewed Peer reviewed
Direct linkDirect link
Alexander, Curby – International Journal of Game-Based Learning, 2019
One of the most important outcomes of pre-service teacher education isthe transition from assignmentoriented students to service-oriented education professionals. Faculty can assist in this process by cultivating professional educator dispositions within their courses. Gamification strategies can be an effective way to provide students with timely…
Descriptors: Games, Preservice Teacher Education, Preservice Teachers, Teacher Characteristics
Peer reviewed Peer reviewed
Direct linkDirect link
Ward, Monica; Mozgovoy, Maxim; Purgina, Marina – International Journal of Game-Based Learning, 2019
Learning a language is challenging and it is important that learners be kept motivated throughout the process. Many Irish primary school children are not particularly motivated to learn the language and there are few computer assisted language learning (CALL) resources available to them. WordBricks is an app that enables learners to construct only…
Descriptors: Irish, Elementary School Students, Computer Assisted Instruction, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Kim, Sangkyun – International Journal of Game-Based Learning, 2019
A compensation plan that continuously motivates the employees of a startup company is very important because the employees are usually more worried about the stability and potential growth of their company than the employees of large enterprises. It is therefore important to educate personnel in the human resources department of a startup company…
Descriptors: Role Playing, Compensation (Remuneration), Employees, Personnel Management
Peer reviewed Peer reviewed
Direct linkDirect link
Zielinski, Dianne – International Journal of Game-Based Learning, 2019
As part of a final project for a general psychology course, students were required to play a game, either digital/video or on a board. Students selected their own games, and were asked to identify psychological principles in their game play. Topics included the brain, sensation and perception, human development, learning, motivation, intelligence,…
Descriptors: Games, Concept Formation, College Students, Psychology
Peer reviewed Peer reviewed
Direct linkDirect link
Chung, Chih-Hung; Shen, Chunyi; Qiu, Yu-Zhen – International Journal of Game-Based Learning, 2019
Gamification provides a practical approach to improving learning processes, especially the learner's motivation. However, little research has been conducted on student intentions to use gamification in higher education. Therefore, this study explored the gamification in higher educational courses by collecting surveys and discusses the factors…
Descriptors: College Students, Student Attitudes, Educational Games, Adoption (Ideas)
Peer reviewed Peer reviewed
Direct linkDirect link
Bartolucci, Marco; Mattioli, Francesco; Batini, Federico – International Journal of Game-Based Learning, 2019
In recent years, the authors have witnessed the rebirth of board games. This contribution aims to investigate the educational potential of non-random board games in two ways: the comparison of performances of "expert adult players" and "adult non-players" through a correlation study (n=45) and the comparison between the results…
Descriptors: Games, Expertise, Adults, Children
Peer reviewed Peer reviewed
Direct linkDirect link
Sahin, Muhittin; Keskin, Sinan; Yurdugül, Halil – International Journal of Game-Based Learning, 2019
This study aims to analyse the psychological constructs of loneliness and family support on game addiction among children, who are a major risk group for game addiction. The study explores: (a) the effect of the secondary-school students' perception of family support on game addiction; (b) the mediation effect of the feeling of loneliness…
Descriptors: Family Involvement, Family Relationship, Psychological Patterns, Addictive Behavior
Peer reviewed Peer reviewed
Direct linkDirect link
Campbell, Laurie O.; Gunter, Glenda A.; Kenny, Robert F. – International Journal of Game-Based Learning, 2019
The RETAIN Model is a game design and evaluation model for serious games. In this study, educators evaluated social change web-based and mobile app games using the RETAIN model rubric. In general, web-based games scored higher on the RETAIN rubric than their mobile app counterparts. In addition, the educators analyzed the social change games for…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Social Change
Previous Page | Next Page »
Pages: 1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  10  |  11  |  12  |  13