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Javora, Ondrej; Dechterenko, Filip; Tetourová, Tereza; Volná, Kristina; Brom, Cyril – Journal of Computer Assisted Learning, 2021
The instructional effects of customization features in child learning games have rarely been examined. This value-added study addresses the existing gap with regards to user-initiated cosmetic customization of environment elements (i.e., non-avatar customization). Participants (N = 143; M[subscript age] = 9.41) studied a biological topic for about…
Descriptors: Educational Games, Computer Games, Elementary School Students, Instructional Design
Cao, Yang; Gong, Shao-Ying; Wang, Zhen; Cheng, Yang; Wang, Yan-Qing – Journal of Computer Assisted Learning, 2022
Background: As one of the gamification elements, leaderboard, especially absolute leaderboard, is widely used in educational gamification systems. However, empirical studies on the optimal use condition of the leaderboard and underlying influence mechanisms are deficient. Objectives: This study explored which difficulty was more conducive to…
Descriptors: Goal Orientation, Difficulty Level, Learning Motivation, Educational Games
Shilan Ahmadian; Lisbeth M. Brevik; Elisabet Öhrn – Journal of Computer Assisted Learning, 2024
Background: In Norway, games were introduced into the 2020 English curriculum; acknowledging games as language learning resources alongside other text-based material. However, little is known about the type of games selected by English teachers, reasons for doing so, or how games are actually used in teaching. This is particularly relevant in…
Descriptors: Foreign Countries, High Schools, Language Teachers, Vocational English (Second Language)
Dana Kube; Sebastian Gombert; Nathalie John; Joshua Weidlich; Karel Kreijns; Hendrik Drachsler – Journal of Computer Assisted Learning, 2024
Background: Gender and gender diversity are group features affecting social interaction and are critical for gender-inclusive and equitable education. As such, the role of gender and gender diversity is of particular relevance to computer-supported collaborative learning (CSCL). However, up until now, research on this topic in CSCL remains scarce.…
Descriptors: Sexual Identity, Sex Role, Gender Differences, Gender Issues
Shilan Ahmadian; Lisbeth M. Brevik – Journal of Computer Assisted Learning, 2024
Background: The most recent Norwegian educational reform, in force from 2020, was the first to include games alongside more traditional language learning resources (e.g., novels, films, music) in the English curriculum for secondary school. This educational emphasis on games provided a unique opportunity to examine how games are actually used in…
Descriptors: Foreign Countries, English Instruction, Game Based Learning, Computer Games
Hong, Jon-Chao; Tai, Kai-Hsin; Luo, Wan-Lun; Sher, Yung-Ji; Kao, Yi-Wen – Journal of Computer Assisted Learning, 2022
Background: Many gamification applications (apps) have been designed to motivate students to learn particular content. Based on the brain activation approach, the present study adapted an app, named Shaking-On, which requires students to shake their mobile devices to send their answers to multiple-choice questions to the teacher. Students then…
Descriptors: Comparative Analysis, Computer Games, Computer Software, Telecommunications
Chen, Hsiu-Ling; Chuang, Yun-Chi – Journal of Computer Assisted Learning, 2021
The present study introduced Ren'py software as a digital storytelling (DST) tool to explore the effective use of digital game design learning in promoting critical thinking among high school students. A sample of 46 high school students enrolled in "Thinking Utopia," an elective course in critical thinking for civics education, was put…
Descriptors: Story Telling, Educational Games, Computer Games, High School Students
Yang, Jie Chi; Chung, Ching-Jung; Chen, Mei-Shan – Journal of Computer Assisted Learning, 2022
Background: Performance goal orientations are influential motivational factors for predicting learning performance. However, a lack of attention has been paid to investigating the effects of performance goal orientations on learning performance and in-game performance in the context of digital game-based learning. Objectives: This study…
Descriptors: Educational Games, Game Based Learning, Academic Achievement, Goal Orientation
Magana, Alejandra J.; Hwang, Jisoo; Feng, Shi; Rebello, Sanjay; Zu, Tianlong; Kao, Dominic – Journal of Computer Assisted Learning, 2022
Background: Previous work has identified that the benefits of learning with videogames and learning from simulations. However, recent meta-analytic work has also identified that little research directly compares learning with videogames and learning with simulations. Objectives: This study examines two learning technologies and their corresponding…
Descriptors: Computer Simulation, Computer Games, Video Games, Inquiry