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Showing 1 to 15 of 175 results Save | Export
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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
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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
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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
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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
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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
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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
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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
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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)
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Ibrahim, Karim – International Journal of Game-Based Learning, 2018
This article describes how the literature on game-based foreign language (FL) learning has demonstrated that player-game interactions have a strong potential for FL learning. However, little is known about the fine-grained dynamics of these interactions, or how they could facilitate FL learning. To address this gap, the researcher conducted a…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Second Language Learning
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Lui, Richard W. C.; Au, Cheuk Hang – International Journal of Game-Based Learning, 2018
This article describes how different literatures have suggested the positive role of educational games in students' learning, but it can be hard to find an existing game for student learning. Some lecturers may try to develop a game for their courses, but there were not many effective models for educational board game development. The authors have…
Descriptors: Educational Games, Instructional Design, Search Engines, Models
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York, James; deHaan, Jonathan William – International Journal of Game-Based Learning, 2018
This article provides information on an action research project in a low-level EFL setting in Japan. The project aims were to (1) foster spoken communication skills and (2) help students engage with their own learning. The project investigated the applicability of board games as a mediating tool for authentic communication as part of a wider TBLT…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Constructivism (Learning)
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Barclay, Paul A.; Bowers, Clint – International Journal of Game-Based Learning, 2018
Serious Educational Video Games (SEGs) play a large role in education for both children and adults. However, the budget for SEGs is typically lower than traditional entertainment video games, bringing with it the need to optimize the learning experience. This article looks at the role game immersion plays in improving learning outcomes, using the…
Descriptors: Educational Games, Video Games, Learner Engagement, Outcomes of Education
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Bozkurt, Aras; Durak, Gürhan – International Journal of Game-Based Learning, 2018
Gamification is an innovative approach that aims to increase users' engagement and motivation and provide sustainable experiences. It has recently become widely known and is an approach that is being used in many fields. This article intends to identify and map trends and patterns in gamification research. For this purpose, this article employs a…
Descriptors: Teaching Methods, Educational Games, Literature Reviews, Educational Research
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Sardone, Nancy B. – International Journal of Game-Based Learning, 2018
Gaming has become a core activity with children and more teachers are using games for learning than five years ago. Yet, teachers report that they learn about game titles, impact studies, and facilitation techniques through their own initiatives or from other teachers rather than from their teacher education program. This article reports on a…
Descriptors: Preservice Teachers, Undergraduate Students, Student Teacher Attitudes, Games
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Buteau, Chantal; Muller, Eric – International Journal of Game-Based Learning, 2018
E-Brock Bugs is a serious educational game (SEG) about probability which was created based on Devlin's design principles for games whose players adopt identities of mathematically able persons. This kind of games in which "players think and act like real world professionals" has been called epistemic. This article presents an empirical…
Descriptors: Computer Games, Educational Games, Probability, Educational Technology
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