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Arturo Cortez; José Ramón Lizárraga; Edward Rivero – Reading Research Quarterly, 2024
This article reports on findings from a social design-based study conducted with an intergenerational group of youth, educators and researchers participating in the Learning to Transform (LiTT) Gaming Lab. We advance the notion of AlgoRitmo Literacies, to highlight the ingenuity of youth and educators as they used a tool called Character AI to…
Descriptors: Algorithms, Artificial Intelligence, Latin American Culture, Literacy
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Cassandra DiRienzo; Karen Oehme; Kelly Cooper; Elizabeth Ray – International Journal on E-Learning, 2024
Because e-learning encompasses such a wide array of learning methods and tools, its components lend themselves to boundless applications. This study describes one such frontier of e-learning: its use in raising awareness of crucial social issues. Specifically, we describe the development of the first human trafficking awareness e-learning game…
Descriptors: Electronic Learning, Consciousness Raising, Social Problems, Video Games
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Maria Impedovo; Anne-Marie Cederqvist – Research in Science & Technological Education, 2024
Background: There is a growing interest in the complexity of socio-materiality-making activities in educational and everyday settings. Indeed, maker-centered learning is considered as a socio-materially embodied process in which artifacts and social and emotional dimensions are interconnected. The making process is also found in everyday life when…
Descriptors: Shared Resources and Services, STEM Education, Sustainable Development, Learning Activities
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Dmitrii Pastushenkov; Olesia Pavlenko; Steven Clancy – Language Learning & Technology, 2025
In this article, we delve into the application of the online game-based learning and testing platform Kahoot! with second language (L2) learners of Russian and explore how this tool can enhance our students' experiences. Following a brief overview of digital game-based learning (DGBL) and previous research on L2 learning through Kahoot!, we…
Descriptors: Online Courses, Game Based Learning, Second Language Instruction, Russian
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Eva Fidia Lestari; Masagus Firdaus; Hanni Yukamana – Journal of English Teaching, 2024
The pandemic has affected many aspects of our lives including education and that has caused the Government to provide alternative teaching methods and make recommendations for online learning. Since smartphones and laptops using the internet are the only tools for learning, students are increasingly playing online games and being exposed to…
Descriptors: Grade 7, Computer Games, Video Games, Game Based Learning
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Shruti Priya; Shubhankar Bhadra; Sridhar Chimalakonda; Akhila Sri Manasa Venigalla – Interactive Learning Environments, 2024
Owing to the predominant role of Machine Learning(ML) across domains, it is being introduced at multiple levels of education, including K-12. Researchers have leveraged games, augmented reality and other ways to make learning ML concepts interesting. However, most of the existing games to teach ML concepts either focus on use-cases and…
Descriptors: Artificial Intelligence, Secondary School Students, Video Games, Visual Aids
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Jake McMullen; Antti Koskinen; Tomi Kärki; Antero Lindstedt; Saku Määttä; Hilma Halme; Erno Lehtinen; Minna M. Hannula-Sormunen; Kristian Kiili – Mathematical Thinking and Learning: An International Journal, 2024
Adaptive expertise is a highly sought after, but difficult to achieve, outcome of mathematics education. Many teaching methods appear to support the development of adaptive expertise only in a small proportion of students. Game-based learning environments may be useful for supporting adaptive expertise. Therefore, we carried out a…
Descriptors: Game Based Learning, Number Concepts, Knowledge Level, Intervention
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Anna R. Oliveri; Jeffrey Paul Carpenter – Information and Learning Sciences, 2024
Purpose: The purpose of this conceptual paper is to describe how the affinity space concept has been used to frame learning via social media, and call for and discuss a refresh of the affinity space concept to accommodate changes in social media platforms and algorithms. Design/methodology/approach: Guided by a sociocultural perspective, this…
Descriptors: Social Media, Learning Strategies, Algorithms, Informal Education
Scott L. Kraemer – ProQuest LLC, 2024
This dissertation detailed the ways by which stakeholder interactions affected interdisciplinary curriculum development in the novel field of esports at Mideast State University. Due to the prevalence of esports in higher education, the sudden popularity of the esports field, and the role of esports in an already overloaded curriculum space, this…
Descriptors: Video Games, Interdisciplinary Approach, Majors (Students), College Athletics
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John L. Nietfeld; Kristin F. Hoffmann – Journal of Computer Assisted Learning, 2024
Background: Goal setting has been established in the literature as a critical component of self-regulated learning and for effective problem-solving. Yet, surprisingly little attention has been focused on goal-directed behaviour in digital game-based learning environments (GBLEs) despite their expanding use in educational contexts. Objectives: The…
Descriptors: Game Based Learning, Educational Environment, Goal Orientation, Electronic Learning
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Janet S. Mariano; Socorro Gigi V. Cordova – Interactive Learning Environments, 2024
Among the different sectors affected by the COVID-19 pandemic, educational institutions had vast changes in terms of implementing instructional programs via a distance mode to ensure continuous teaching and learning. While studies documenting adjustments during the pandemic highlight challenges such as material constraints, lack of training among…
Descriptors: Athletics, Video Games, Electronic Learning, COVID-19
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Esther Sackett; Lisa M. Amoroso – Management Teaching Review, 2024
Challenged by COVID-19, we sought ways to increase engagement in the virtual classroom, capitalizing on a popular multiplayer game to teach persuasion to undergraduate students. In the game "Among Us[R]," players ("Crewmates") work together to repair their spaceship before it explodes while being attacked by other players…
Descriptors: Electronic Learning, Video Games, Computer Games, Game Based Learning