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Showing 1 to 15 of 21 results Save | Export
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Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
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Chen, Hsiu-Ling; Wu, Cheng-Ting – Interactive Learning Environments, 2023
The present research examined the effect of digital role-playing game-based learning on high school students' critical thinking ability. Playing a digital game designed with RPG Maker and whose story lines featured critical thinking questions, a total of 32 high school student participants were given a learning context to practice critical…
Descriptors: High School Students, Computer Games, Video Games, Role Playing
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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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Lufti, Achmad; Suyono; Hidayah, Rusly – Asia-Pacific Forum on Science Learning and Teaching, 2021
This research aims to explore the effectiveness of using computer-assisted games as a learning media to improve the quality of learning in Chemistry. The research was conducted in Indonesia on high school students in three separate classes or groups, in three separate schools that were randomly selected. There were three stages of data collection…
Descriptors: Game Based Learning, Computer Games, Teaching Methods, Instructional Effectiveness
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Nurnberger-Haag, Julie; Wernet, Jamie L.; Benjamin, Judy I. – International Journal of Education in Mathematics, Science and Technology, 2023
Games are often used to foster student engagement and motivation to learn content, such as mathematics. Although digital games dominate game-based learning research, the table games commonly used in classrooms warrant investigation. Especially for mathematics learning, prior research has not taken into account content-specific frameworks. Integer…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Learner Engagement
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Marange, Tichaona; Adendorff, Stanley A. – Pythagoras, 2021
This study explores how online mathematics games contribute to Grade 8 learners' understanding of basic principles and more sophisticated aspects of algebra. This project documents the trajectory of a purposive sample of 30 Grade 8 learners doing mathematics and one mathematics educator. The study is premised on the argument that learners with the…
Descriptors: Mathematics, Educational Games, Grade 8, Algebra
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Lai, Kuo-Wei Kyle; Chen, Hao-Jan Howard – Computer Assisted Language Learning, 2023
Research on vocabulary acquisition in digital game-based learning has been increasing over the years, with advancements in technology giving rise to numerous learning alternatives in second language acquisition. As virtual reality gaming offers new opportunities to explore its effectiveness in language learning, it is thus important to investigate…
Descriptors: Vocabulary Development, Game Based Learning, Second Language Learning, Second Language Instruction
Christian D. Pirlet – ProQuest LLC, 2021
Social studies teachers are consistently looking for new avenues to motivate learners. To facilitate this process, simulations and roleplaying have garnered considerable attention. However, game-based simulations have received little consideration in social studies classrooms. Through game-based simulations, teachers can create sophisticated…
Descriptors: Teaching Methods, Game Based Learning, Economics Education, Rural Schools
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Önal, Nezih; Çevik, Kerim Kürsat; Senol, Veysel – Interactive Learning Environments, 2022
The aim of this study is to demonstrate effectiveness of mobile game called SOS Table in the context of the subject "Tenses in English" within the framework of mobile learning tools acceptance, learning language motivation and mobile learning attitude of the students. The target group of the research consists of preparatory class…
Descriptors: Telecommunications, Handheld Devices, Computer Games, Teaching Methods
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Sofiana, Nina; Mubarok, Husni – International Journal of Instruction, 2020
This study is aimed at finding the impact of Englishgame-based Mobile Application (EBMA) on reading achievement and learning motivation of the students. It is an experimental research which uses test and questionnaire to gather the data. 119 samples (58 students of experimental group and 61 students of control group) are selected from eighth grade…
Descriptors: Game Based Learning, Reading Achievement, Learning Motivation, Instructional Effectiveness
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Joseph, Suresh Kumar; Alimon, Hashimah; Yusoff, Amri – Journal of Science and Mathematics Education in Southeast Asia, 2019
Purpose: This study reports on the effectiveness of Digital Games (DG) in learning biology among Form 4 students in Malaysia. Likewise it presents the general overview of the students' interest and their problems while using digital games in the learning process. Methodology: This study was conducted in a sub-urban secondary school in Kinta…
Descriptors: Biology, Science Instruction, Secondary School Students, Student Attitudes
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Lee, Ju Seong; Xie, Qin – Innovation in Language Learning and Teaching, 2023
Purpose: This study (1) used a person-centered approach to identify specific subgroups of 1,265 EFL learners who participated in Informal Digital Learning of English (IDLE) activities, and (2) looked at how different IDLE profiles are related to important affective variables. Design/Methodology: To identify IDLE profiles, we used cluster analysis.…
Descriptors: Affective Behavior, Second Language Learning, Second Language Instruction, English (Second Language)
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Gajek, Elzbieta – Research-publishing.net, 2020
Crowdsourcing not only opens new perspectives within the general concept of Computer Assisted Language Learning (CALL), but also raises questions about ethics, motivation, and fair contribution. Technology offers platforms such as Duolingo, Bussu, and Babbel for learning languages with active contribution of the learners. Such applications reach…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Teaching Methods
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Chen, Ching-Huei – Educational Technology Research and Development, 2019
The present study investigates how the different modes of game-design triggers learning outcomes, focusing on peer learning and intergroup competition. A problem-solving science game was developed to help secondary students to learn about the motion of objects. Participants (N = 110) from an urban middle school were randomly assigned to four…
Descriptors: Peer Relationship, Computer Games, Competition, Outcomes of Education
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Vallorani, Cecilia Maria; Gibert, Isabel; Tuffnell, Christopher – International Journal of Mobile and Blended Learning, 2022
This study examines the use of gamification as an innovative assessment approach to foreign language learning with 12-14-year-old students. A mixed methodology has been applied. Quantitative data have been collected from formative non-gamified and gamified assessments. Qualitative data was collected from a student questionnaire. The results were…
Descriptors: Second Language Learning, Second Language Instruction, Computer Games, Game Based Learning
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