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Ying Zhang – Applied Linguistics, 2025
A small number of studies have explored the effects of digital gaming on second/foreign language (L2) pragmatic competence. However, the effectiveness of massively multiplayer online role-playing games (MMORPGs) germane to L2 pragmatic development remains unclear because most game-mediated pragmatics studies have focused on educational games.…
Descriptors: English (Second Language), Second Language Instruction, Game Based Learning, Computer Games
Guanzheng Chen; Yuying Fan – International Journal of Distance Education Technologies, 2025
Language delay impacts children's social development. Game-based teaching has shown promise in enhancing language skills, however, the effectiveness of digital game-based teaching for children with language delay remains underexplored. This study, focusing on Chinese kindergarten students, investigated the impact of digital game-based teaching…
Descriptors: Computer Games, Game Based Learning, Language Acquisition, Developmental Delays
Bima Prakarsa Arzfi; Maria Montessori; Rusdinal – Educational Process: International Journal, 2025
Background/purpose: The study addresses the challenge of integrating technology into Pancasila Education in Indonesian primary schools. Despite schools having technological facilities, teachers still rely on conventional teaching materials. The research aims to develop and validate digital game-based learning materials using the Lumio by Smart…
Descriptors: Outcomes of Education, Game Based Learning, Educational Technology, Computer Games
Pedro Santos Bartolomé; Tom Van Gerven – European Journal of Engineering Education, 2025
The authors develop an educational simulation game for basic vapour-liquid equilibrium (VLE) to use in chemical engineering education, basing the design on educational guidelines from the active learning literature. The game is tested in three cohorts totalling 84 students, showing significant increase in a knowledge test of VLE, and positive…
Descriptors: Foreign Countries, Undergraduate Students, Chemical Engineering, Computer Simulation
Orla Walsh; Conor Linehan; Christian Ryan – Autism: The International Journal of Research and Practice, 2025
There is increasing interest in the use of games to scaffold social skills training for autistic children and youth. However, there is no consensus on how to best approach their design, so that learning opportunities are maximised. This article presents a systematic scoping review of empirical studies that use games as social skills training for…
Descriptors: Autism Spectrum Disorders, Children, Adolescents, Late Adolescents
Norfarizah Mohd Bakhir; SiBo Zhou; Shu Chen; Zhou Tianlong – Journal of Educational Computing Research, 2025
This study investigates the effectiveness of digital games in arts education for learning art knowledge and enhancing art interest. Art knowledge includes the topics of art history, production, esthetics, and art criticism. A quasi-experimental approach was used in this study. A 1-month course on arts education digital games was conducted with 40…
Descriptors: College Students, Art Education, Art Appreciation, Art Criticism
Jewoong Moon; Sheunghyun Yeo; Qi Si; Abiodun Stephen Ijeluola – International Journal of Mathematical Education in Science and Technology, 2025
We conducted a scoping review on game-based learning (GBL) for mathematics teacher education. In recent decades, GBL has been largely applied to K-12 education contexts. GBL has aimed to promote students' deeper understanding of mathematics knowledge via game-based activities. With the evolving needs of GBL in mathematics education, recent…
Descriptors: Game Based Learning, Mathematics Teachers, Mathematics Education, Teacher Education
Ahmad Syawaluddin; Nur Aeni – Discover Education, 2025
This study looks at how utilizing digital versions of classic games specifically Snakes and Ladders can help young learners learn more vocabulary in English. The study focuses on how digital versions of classic games can improve primary school students' vocabulary learning and retention. A quasi-experimental approach was used, with a control group…
Descriptors: Educational Technology, Technology Uses in Education, Vocabulary Development, English (Second Language)
Rahul Mohandas; Subhashree Mohapatra – Digital Education Review, 2025
Game-based learning (GBL) is an effective learning tool for medical and dental undergraduates in enhancing knowledge and skills as well as gaining student engagement and motivation. Educational games can create a social constructivist learning environment, where learners can construct their knowledge through interactions with their peers and…
Descriptors: Undergraduate Students, Dentistry, Game Based Learning, Student Motivation
Ai-Jou Pan; Yea-Tzu Yuan; Pao-Nan Chou – SAGE Open, 2025
In the current technology-driven era, digital game-based learning (DGBL) has emerged as a practical approach for enhancing mathematics achievement among young students. It is believed that digital drill-and-practice educational games can replace traditional pen-and-paper drills in mathematics education and have a better influence on incorporating…
Descriptors: Mathematics Education, Mathematics Instruction, Educational Games, Game Based Learning
Noppawan Tawalai; Thapanee Seechaliao – Journal of Education and Learning, 2025
Analytical thinking skills were an essential learning process for primary students. The research objectives were to 1) study the current condition, problems, and good practices regarding teaching and learning. 2) develop a blended instructional model using the inquiry process with digital games to enhance analytical thinking skills for elementary…
Descriptors: Elementary School Students, Thinking Skills, Blended Learning, Active Learning
Beatriz Chaves-Yuste; Cristina de-la-Peña – TESOL Journal, 2025
Technology, constantly present in current society and education, needs to make use of the most effective digital resources to optimize the teaching-learning process. Despite the growing body of literature on the pedagogical effectiveness of digital resources in a second language (L2) context, limited research has been conducted when working with…
Descriptors: English for Special Purposes, Second Language Instruction, Second Language Learning, Tourism