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Showing 1 to 15 of 27 results Save | Export
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Yu-Cheng Lin; Shu-Yun Chien; Huei-Tse Hou – Education and Information Technologies, 2025
The training of hostel service skills emphasizes the application of procedural knowledge and complex problem-solving skills, and with the development of education technology, game-based learning that mixes virtual reality (VR) and physical games has begun to be emphasized. In this study, we proposed a multi-dimensional scaffolding design framework…
Descriptors: Scaffolding (Teaching Technique), Educational Games, Computer Simulation, Cognitive Ability
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Hou, Huei-Tse; Fang, Ying-Sang; Tang, Joni Tzuchen – Interactive Learning Environments, 2023
Logical thinking and reasoning of geometric space are among the key abilities of science and technology education. This research developed a framework of an alternate reality-based board game incorporating augmented reality (AR) exploration with multi-dimensional scaffolding, including "cognitive scaffolding," "metacognitive…
Descriptors: Educational Games, Computer Simulation, Scaffolding (Teaching Technique), Spatial Ability
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Yu-Fen Yang; Wen-Min Hsieh; Wing-Kwong Wong; Yi-Chun Hong; Siao-Cing Lai – Computer Assisted Language Learning, 2024
Foreign Language Anxiety (FLA) is considered a central affective factor influencing English as a Foreign Language (EFL) learning. This study thus developed an online simulation game to create a virtually situated learning environment for reducing EFL primary school students' FLA levels and improving their English vocabulary learning. A total of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
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Lee, Silvia Wen-Yu; Shih, Meilun; Liang, Jyh-Chong; Tseng, Yi-Chen – British Journal of Educational Technology, 2021
The purpose of this study was to investigate the affordances of participatory simulations by comparing students' models of engagement and science learning outcomes in a multi-team participatory simulated game (MPSG) and a single-team participatory simulated game (SPSG). Two versions of a mobile-based game about marine fishery management were…
Descriptors: Learner Engagement, Animal Husbandry, Marine Education, Ecology
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Chen, Min-Bin; Wang, Siou-Ge; Chen, You-Ning; Chen, Xiao-Fang; Lin, Yi-Zhen – Education Sciences, 2020
Learning is mainly based on the students' mental activities. If they can learn spontaneously, it will help increase their interest and the effectiveness of the learning. Learning through playing will make it easier for students to learn spontaneously. The balance between gameplay and education in educational games is a key issue in designing such…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Computer Oriented Programs
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Hao, Kuang-Chung; Lee, Lai-Chung – Interactive Learning Environments, 2021
This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence-satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147…
Descriptors: Computer Simulation, Educational Games, Grade 5, Game Based Learning
Lin, Grace Hui Chin – Online Submission, 2020
This research was aimed at investigating the pedagogical roles of computer games (Hao et al, 2019, Chen & Hsu, 2019). It explored the impact of computer "mixed with language" (White et al, 2019) training, using simulation games, upon language acquisition and diverse daily-life knowledge. In a teacher preparation university of western…
Descriptors: Game Based Learning, Teaching Methods, Computer Games, Training
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Hsu, Wei-Che; Tseng, Ching-Mei; Kang, Shih-Chung – Educational Technology & Society, 2018
Taiwan has long been categorized as a country suffering from water shortages. The acquisition of knowledge and development of the concept of water conservation, and the development water conservation habits, are considered a civic responsibility of the citizens. The purpose of the present study was to utilize an immersive virtual environment…
Descriptors: Foreign Countries, Water, Conservation (Environment), Educational Technology
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Cheng, Ya-Wen; Wang, Yuping; Cheng, I-Ling; Chen, Nian-Shing – Interactive Learning Environments, 2019
Collaborative learning has long been proved to be a crucial agent for enhancing students' social skills, problem-solving abilities and individual learning performance. Understanding how students move from one phase to another in their collaboration process can inform educators of how best to facilitate such learning. However, this is still an area…
Descriptors: Interaction, Computer Simulation, Mathematics Activities, Computer Games
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Tsai, Fu-Hsing – Journal of Educational Computing Research, 2018
This study developed a computer-simulated science inquiry environment, called the Science Detective Squad, to engage students in investigating an electricity problem that may happen in daily life. The environment combined the simulation of scientific instruments and a virtual environment, including gamified elements, such as points and a story for…
Descriptors: Educational Technology, Technology Uses in Education, Science Education, Inquiry
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Sung, Han-Yu; Hwang, Gwo-Jen; Wu, Po-Han; Lin, Dai-Qi – Interactive Learning Environments, 2018
Facilitating students' deep-strategy behaviors and positive learning performances of science inquiry is an important and challenging educational issue. In this study, a contextual science inquiry approach is proposed for developing a 3D experiential game to cope with this problem. To evaluate the impacts of the game on students' science learning…
Descriptors: Foreign Countries, Elementary School Students, Learning Strategies, Elementary School Science
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Chen, Hong-Ren; Lin, You-Shiuan – Technology, Pedagogy and Education, 2016
By gradually placing more importance on game-based education and changing learning motivation by applying game-playing characteristics, students' learning experiences can be enhanced and a better learning effect can be achieved. When teaching the content of Chinese poetry in Taiwanese junior high schools, most teachers only explain the meaning of…
Descriptors: Educational Games, Computer Games, Poetry, Junior High School Students
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Liu, Tsung-Yu – Interactive Learning Environments, 2016
This study investigates how educational games impact on students' academic performance and multimedia flow experiences in a computer science course. A curriculum consists of five basic learning units, that is, the stack, queue, sort, tree traversal, and binary search tree, was conducted for 110 university students during one semester. Two groups…
Descriptors: Educational Games, Computer Simulation, Computer Software, Computer Science Education
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Tao, Yu-Hui; Yeh, C. Rosa; Hung, Kung Chin – Educational Technology & Society, 2015
Several theoretical models have been constructed to determine the effects of buisness simulation games (BSGs) on learning performance. Although these models agree on the concept of learning-cycle effect, no empirical evidence supports the claim that the use of learning cycle activities with BSGs produces an effect on incremental gains in knowledge…
Descriptors: Educational Games, Simulated Environment, Statistical Analysis, Skill Development
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Shih, Ju-Ling; Jheng, Shun-Cian; Tseng, Jia-Jiun – Interactive Learning Environments, 2015
This research attempted to create the historical context of Southern Taiwan in the late nineteenth century based on the martial art novel "Xiao-Mao" (Pussy) by designing a role-play digital game "Taiwan Epic Game" about the war time; in which, Taiwanese history, geography, and culture are presented in an innovative way with…
Descriptors: Foreign Countries, Simulated Environment, Educational Games, History Instruction
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