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Showing 1 to 15 of 17 results Save | Export
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Ekici, Murat – Education and Information Technologies, 2021
Flipped learning is considered an increasingly common strategy along with some drawbacks. Gamification has the significant potential to deal with the drawbacks. This study presents a systematic literature review on the use of gamification in flipped learning research. To demonstrate its effectiveness clearly, the only empirical research was…
Descriptors: Flipped Classroom, Computer Games, Teaching Methods, Databases
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Ari Muhammad Syifa; Lilla Musyahda; David Segoh – Journal of Education and Learning (EduLearn), 2024
This systematic literature review (SLR) aimed to investigate the potential of digital online game-based learning (DOGBL) to enhance motivation in English as a foreign language (EFL). Online gaming has grown in popularity among students, opening up the possibility of using games as powerful instructional resources. Academic achievement depends on…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Computer Games
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Toshiyuki Hasumi; Mei-Shiu Chiu – Cogent Education, 2024
As technology use has become the norm in education, this bibliometric analysis of technology-enhanced language learning (TELL) aims to reveal its current state-of-the-art and emerging trends. Analysis of 1,816 publications (1,745 articles and 71 reviews) from Web of Science demonstrated growing interests in the field and core publications in the…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Computer Assisted Instruction
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Ko, Shaun; Eslami, Zohreh R. – TESL-EJ, 2021
We present a systematic review of the literature on the use of multiuser virtual environments (MUVE) on the development of pragmatic competence in second language (L2) learners. Specifically, we reviewed studies examining the potential of L2 pragmatic development through synthetic immersive virtual environment (SIE) and massively multiplayer…
Descriptors: Pragmatics, Second Language Learning, Second Language Instruction, Teaching Methods
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Dæhli, Olav; Kristoffersen, Bjørn; Lauvås, Per, Jr.; Sandnes, Tomas – Electronic Journal of e-Learning, 2021
Data modeling is an essential part of IT studies. Learning how to design and structure a database is important when storing data in a relational database and is common practice in the IT industry. Most students need much practice and tutoring to master the skill of data modeling and database design. When a student is in a learning process,…
Descriptors: Game Based Learning, Educational Games, Computer Games, Information Technology
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Christian, Nicholas; Akujobi, Innocent; Saha, Munmun; Korzaan, Melinda – Information Systems Education Journal, 2018
Advanced Competition Simulations (ACS), a massive multiplayer online (MMO) strategy gaming company, has petabytes of customer data at their data center in Brentwood, Tennessee that could assist executives with decision making, but they currently do not have business intelligence software or a business intelligence and analytics (BIA) team. As is…
Descriptors: Computer Games, Computer Simulation, Business, Intelligence
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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
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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
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Usai, Francesco; O'Neil, Kiera G. R.; Newman, Aaron J. – IEEE Transactions on Learning Technologies, 2018
Computer and smartphone-based applications for second language (L2) learning have become popular tools, being integrated in many classroom-based courses and adopted by the public at large. Yet, despite a significant body of research that suggests that individuals differ in their ability to learn L2, it is still unclear what factors predict…
Descriptors: Second Language Instruction, Educational Technology, Technology Uses in Education, Educational Games
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Harris, Nicolette; Welch Bacon, Cailee E. – Athletic Training Education Journal, 2019
Objective: To systematically review current literature to determine whether active learning is more successful than passive learning at producing cognitive skills in health care professions students. Data Sources: An electronic search was conducted in 4 databases: EBSCO-CINAHL, EBSCO-Sport Discus, Educational Resources Information Center, and…
Descriptors: Active Learning, Cognitive Ability, Retention (Psychology), Blended Learning
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Mastorodimos, Dimitrios; Chatzichristofis, Savvas A. – Journal of Educational Technology Systems, 2019
Students face difficulties in learning mathematical processes. As a result, they have negative emotions toward mathematics. The use of technology is employed to change the student's attitude toward mathematics. Some methods utilize intelligent tutoring systems to recognize student's emotional state and adapt the learning process accordingly. These…
Descriptors: Mathematics Instruction, Mathematical Concepts, Intelligent Tutoring Systems, Learning Processes
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Klimova, Blanka; Kacet, Jaroslav – Turkish Online Journal of Educational Technology - TOJET, 2017
Information and communication technologies (ICT) have become an inseparable part of people's lives. For children the use of ICT is as natural as breathing and therefore they find the use of ICT in school education as normal as the use of textbooks. The purpose of this review study is to explore the efficacy of computer games on language learning…
Descriptors: Teaching Methods, Computer Games, Instructional Effectiveness, Vocabulary Development
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Yeo, Gee Kin – Simulation & Gaming, 1991
Discussion of computerized simulation games focuses on the organization and use of data dictionaries to support more flexible development and maintenance of game administration systems and participants' decision support systems. The roles of game designers, game administrators, and game participants are discussed. (12 references) (LRW)
Descriptors: Computer Games, Computer System Design, Databases, Decision Support Systems
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Corbeil, Pierre – History Computer Review, 1999
Considers what computers contribute to the work of historians, and of history teachers, that is specific to the nature of computers and cannot be accomplished by other tools available to historians today. Suggests that simulation games and databases be used to reduce the historian's unspoken biases when examining the conditions of historical…
Descriptors: Computer Attitudes, Computer Games, Computer Simulation, Computer Uses in Education
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Filby, A. M. Iliana – Internet Reference Services Quarterly, 1996
Explores the use of MOO (multi-user object oriented) virtual environments in academic libraries to enhance reference services. Highlights include the development of multi-user database (MUD) technology from gaming to non-recreational settings; programming issues; collaborative MOOs; MOOs as distinguished from other types of virtual reality; audio…
Descriptors: Academic Libraries, Computer Games, Computer Mediated Communication, Cooperation
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