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Buck, Marc Fabian – Online Submission, 2017
The ongoing transformation of learning and teaching is one facet of the progressing digitalization of all aspects of life. Gamification's aim is to change learning for the better by making use of the motivating effects of (digital) games and elements typical of games, like experience points, levelling, quests, rankings etc. Especially in the light…
Descriptors: Educational Games, Computer Games, Teaching Methods, Learning Motivation
Goh, Shu Li – JALT CALL Journal, 2016
The rapid progress of technology has revolutionized learning and in the field of computer assisted language learning, the use of digital games has expanded significantly. One type of game that has been attracting interest is massively multiplayer online role-playing games (henceforth MMORPGs). Recent research has drawn attention to the potential…
Descriptors: Learning Strategies, Role Playing, Computer Games, Second Language Learning
Fogarty, L.; Rendell, L.; Laland, K. N. – Learning and Motivation, 2012
The social learning strategies tournament was an open computer-based tournament investigating the best way to learn in a changing environment. Here we present an analysis of the impact of memory on the ability of strategies entered into the social learning strategies tournament (Rendell, Boyd, et al., 2010) to modify their own behavior to suit a…
Descriptors: Memory, Time Perspective, Futures (of Society), Socialization
Schaaf, Ryan – Canadian Journal of Action Research, 2012
Digital Game-Based Learning (DGBL) activities were examined in comparison with effective, research-based learning strategies to observe any difference in student engagement and time-on task behavior. Experimental and control groups were randomly selected amongst the intermediate elementary school students ages 8 to 10 years old. Student…
Descriptors: Learner Engagement, Educational Strategies, Control Groups, Elementary School Students

Moreno, Roxana – 2002
This paper reviews a set of studies that examined what students learn in various virtual reality environments (VREs) designed to promote an understanding of environmental science. The goal of the reported studies was to provide an update to the classic distinction between the role of media versus method in promoting learning (Clark, 1999). Media…
Descriptors: Comparative Analysis, Computer Games, Educational Games, Educational Media

Buckingham, David – English in Education, 1999
Offers a critical overview of the cultural and educational benefits and dangers of digital media for young people. Argues that public debates on this issue have "veered from utopian hype to moral panic." Provides accounts of previous research on children's engagement with computer games and creative use of multimedia in the home. (CR)
Descriptors: Computer Games, Computer Uses in Education, Elementary Secondary Education, Learning Strategies