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Poole, Frederick; Clarke-Midura, Jody – International Journal of Game-Based Learning, 2020
This systematic review presents a definition for digital games within the second/foreign language (L2) learning research field. This definition is used to identify games used in research in the last five years (2012-2017). Forty-nine studies were identified and then summarized by type of research, game genre employed, age, and size of sample…
Descriptors: Literature Reviews, Computer Games, Video Games, Second Language Learning
O'Grady-Jones, Mary; Grant, Michael M. – Gifted Child Today, 2023
The purpose of this research was to describe the impact of digital game building on fourth grade gifted and talented students' problem-solving, creativity, and collaboration skills. Increasingly, there has been a call to involve students in real-world experiences through projects that explore authentic issues using technology. Game design-based…
Descriptors: Academically Gifted, Talent, Computer Games, Educational Games
Kynigos, Chronis; Grizioti, Marianthi – British Journal of Educational Technology, 2020
Although there is wide rhetoric that programming should be learnt by all as an element of computational thinking (CT), in practice, it is mostly implemented narrowly as an end in itself consisting of routine practice and traditional testing of the ability to code. This paper discusses a way in which programming could be seen through a wider…
Descriptors: Educational Games, Thinking Skills, Computation, Affordances
Moyer-Packenham, Patricia; Ashby, M. Jill; Lister, Kristy; Roxburgh, Allison; Kozlowski, Joseph S. – Journal of Computers in Mathematics and Science Teaching, 2020
This study examined children's learning when they played 12 digital math games to understand how design features promoted children's awareness of the affordances in the games, and how this contributed to their learning. Elementary-aged children (N=193) played three digital math games during 60-minute interviews. We collected quantitative (pre-post…
Descriptors: Affordances, Game Based Learning, Mathematics Instruction, Elementary School Students
Pellerin, Martine – Research-publishing.net, 2020
The paper examines how the game Minecraft can be used as a new digital learning environment in the context of second language teaching and learning. It explores how the concepts of digital space and digital place within the new 3D digital environment can contribute to reshaping the language learners' experience and promote greater engagement in…
Descriptors: Second Language Instruction, Second Language Learning, Elementary School Students, French
Cardoso, Walcir; Waddington, David; Kiforo, Enos; Sénécal, Anne-Marie – Research-publishing.net, 2019
This study examined whether the pedagogical use of Spaceteam ESL (English as a Second Language), a digital "shouting" game, could contribute to the development of Oral Reading Fluency (ORF) among 71 English students in secondary schools in Mombasa, Kenya. Following a mixed-methods approach for data collection and analysis, we pre- and…
Descriptors: Oral Reading, Reading Fluency, Reading Instruction, Second Language Instruction
Branch, Robert Maribe, Ed.; Lee, Hyewon, Ed.; Tseng, Sheng Shiang, Ed. – Educational Media and Technology Yearbook, 2019
This is Volume 42 of the "Educational Media and Technology Yearbook." For the past 40 years, the Yearbook has contributed to the field of Educational Technology in presenting contemporary topics, ideas, and developments regarding diverse technology tools for educational purposes. This Yearbook has inspired researchers, practitioners, and…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Technology Integration
Kinnebrew John S.; Killingsworth, Stephen S.; Clark, Douglas B.; Biswas, Gautam; Sengupta, Pratim; Minstrell, James; Martinez-Garza, Mario; Krinks, Kara – IEEE Transactions on Learning Technologies, 2017
Digital games can make unique and powerful contributions to K-12 science education, but much of that potential remains unrealized. Research evaluating games for learning still relies primarily on pre- and post-test data, which limits possible insights into more complex interactions between game design features, gameplay, and formal assessment.…
Descriptors: Computer Games, Educational Games, Data Analysis, Science Education
McCarthy, Elizabeth; Tiu, Michelle; Li, Linlin – Technology, Knowledge and Learning, 2018
This paper presents two studies of transmedia interventions in the classroom. The two studies address how narrative-based transmedia curricular resources can support student learning in early mathematics. The studies were designed to identify the affordances (features and advantages) of transmedia-based learning in preschool and first grade…
Descriptors: Elementary School Mathematics, Mathematics Instruction, Multimedia Instruction, Preschool Children
Clark, Douglas B.; Tanner-Smith, Emily E.; Killingsworth, Stephen S. – Review of Educational Research, 2016
In this meta-analysis, we systematically reviewed research on digital games and learning for K-16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust…
Descriptors: Educational Games, Computer Games, Meta Analysis, Multiple Regression Analysis
Pellas, Nikolaos – Interactive Learning Environments, 2017
The combination of Open Sim and Scratch4OS can be a worthwhile innovation for introductory programming courses, using a Community of Inquiry (CoI) model as a theoretical instructional design framework. This empirical study had a threefold purpose to present: (a) an instructional design framework for the beneficial formalization of a virtual…
Descriptors: Educational Indicators, Communities of Practice, Computer Simulation, High School Students
Terry, Krista, Ed.; Cheney, Amy, Ed. – IGI Global, 2016
The integration of emerging technologies in higher education presents a new set of challenges and opportunities for educators. With a growing need for customized lesson plans in online education, educators are rethinking the design and development of their learning environments. "Utilizing Virtual and Personal Learning Environments for…
Descriptors: Virtual Classrooms, Higher Education, Electronic Learning, Technology Uses in Education
IGI Global, 2018
The rapid growth in online and virtual learning opportunities has created culturally diverse classes and corporate training sessions. Instruction for these learning opportunities must adjust to meet participant needs. "Online Course Management: Concepts, Methodologies, Tools, and Applications" is a comprehensive reference source for the…
Descriptors: Online Courses, Electronic Learning, Distance Education, Educational Trends