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Yitong Chen; Zerong Xie; Dickson K. W. Chiu – Education and Information Technologies, 2024
This research studies the motivational factors used in educational video games through the lens of 6 C's learning motivation model with text mining of the players' reviews and comments. This research seeks to offer insight for game producers and educational institutions to investigate the effectiveness of these motivators for increasing player…
Descriptors: Educational Games, Video Games, Motivation Techniques, Technology Uses in Education
A. Pradheepa; K. Gurusamy; T. Pushpanathan – Australian Journal of Applied Linguistics, 2025
This meta-analysis aims to investigate gamification's impact on improving tertiary-level second-language learners' lexical repertoire. Forty-seven peer-reviewed works were evaluated for this analysis. The analysis focused on determining the effectiveness of gamified learning environments in the context of improving vocabulary and learning and…
Descriptors: Meta Analysis, Game Based Learning, Second Language Learning, Second Language Instruction
Abdullah Albalawi – Australian Journal of Applied Linguistics, 2024
This review paper explores the role of individual differences in second language vocabulary learning, focusing on three key factors: out-of-class exposure (e.g., viewing TV, playing video games and listening to songs), strategic vocabulary learning, and motivation. Individual differences significantly impact vocabulary learning, making it crucial…
Descriptors: Individual Differences, Metacognition, Vocabulary Development, Linguistic Input
Cassondra M. Eng; Rachel M. Flynn; Erik D. Thiessen; Anna V. Fisher – Grantee Submission, 2023
Exergames (video games that promote cognitive and physical activity simultaneously) benefit executive function (EF) in elderly populations. It has been suggested that exergames may induce larger effects than cognitive or exercise training alone, but few reviews have synthesized the causal factors of exergames on EF from experimental research with…
Descriptors: Secondary School Students, Exercise Physiology, Video Games, Game Based Learning
Shliakhovchuk, Elena; Muñoz García, Adolfo – Educational Sciences: Theory and Practice, 2020
The video-game industry has become a significant force in the business and entertainment world. Video games have become so widespread and pervasive that they are now considered a part of the mass media, a common method of storytelling and representation. Despite the massive popularity of video games, their increasing variety, and the…
Descriptors: Video Games, Cultural Awareness, Intercultural Communication, Cooperation
Çiftçi, Serdar – Turkish Online Journal of Educational Technology - TOJET, 2018
The aim of this research is to investigate, through data analysis, the studies conducted on the use of educational digital games by children. As part of this study, a search of the Science Direct, Web of Science, and ERIC databases was performed to identify the studies on this topic published within the last decade (2007 and 2017). From this…
Descriptors: Educational Games, Computer Games, Databases, Programming Languages
Karagiorgas, Dimitrios N.; Niemann, Shari – Journal of Educational Technology Systems, 2017
In the last 10 years, gaming has evolved to the point that it is now being used as a learning medium to educate students in many different disciplines. The educational community has begun to explore the effectiveness of gaming as a learning tool and as a result two different ways of utilizing games for education have been created: Gamification and…
Descriptors: Educational Games, Video Games, Comparative Analysis, Learning Processes
Zelazo, Philip David; Blair, Clancy B.; Willoughby, Michael T. – National Center for Education Research, 2016
Executive function (EF) skills are the attention-regulation skills that make it possible to sustain attention, keep goals and information in mind, refrain from responding immediately, resist distraction, tolerate frustration, consider the consequences of different behaviors, reflect on past experiences, and plan for the future. As EF research…
Descriptors: Executive Function, Attention Control, Educational Research, Learning Processes
Beckwith, E. George; Cunniff, Daniel T. – Journal of College Teaching & Learning, 2008
Computers are becoming the norm for teaching and learning. The Internet gives people ready access to text, visual and audio messages from around the world. For teachers, content is critical and the future dictates the need for major changes in the role of the teacher and learner. Today's digital tools and video games have proven to be well known…
Descriptors: Video Games, Educational Technology, Teaching Methods, Technology Uses in Education