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Cavalcante-Pimentel, Fernando-Silvio; Morais-Marques, Margarida; Barbosa-de-Sales-Junior, Valdick – Comunicar: Media Education Research Journal, 2022
The relationship between digital games and the mobilization of cognitive and metacognitive learning strategies deserves attention and needs research that contributes to the understanding of how these strategies can favor the teaching and learning processes. This study describes how university students over 18 years of age mobilize cognitive and…
Descriptors: Learning Strategies, Computer Games, College Students, Metacognition
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Ng, Lee Luan; Rino Sharieful Azizie; Chew, Shin Yi – Asia-Pacific Education Researcher, 2022
The study investigates the impact of Massively Multiplayer Online Role-Playing Game (MMORPG) on players' application of vocabulary learning strategies. The participants are experienced online gamers aged between 24 and 25 years old. Apart from identifying the vocabulary learning strategies used by the ESL players during online gaming, in order to…
Descriptors: Computer Games, Simulated Environment, Vocabulary Development, Young Adults
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Çar, Bekir; Ahraz, Aziz Onurhan – International Journal of Progressive Education, 2022
This study is conducted so as to investigate the relationship between secondary school students` digital game awareness(SDGA) and participation motivation to physical activity (PMPA). 456 female and 241 male secondary school students studying in the Keçiören district of Ankara participated voluntarily. Personel information form, Digital Game…
Descriptors: Foreign Countries, Secondary School Students, Computer Games, Video Games
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Chu, Shih-Ting; Hwang, Gwo-Jen; Chien, Shu-Yun; Chang, Shao-Chen – British Journal of Educational Technology, 2023
In recent years, several studies have reported the potential of employing digital games in EFL (English as Foreign Language) courses to promote students' learning motivation. However, scholars have pointed out that students generally lack self-learning ability, which is the key to the success of learning a foreign language. Therefore, it is…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Games
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Chen, Chih-Hung – Educational Technology Research and Development, 2020
Although a great deal of research has evidenced the effects of proper instructional design on multimedia learning, most has focused on the cognitive aspects of learning, with little concern about the role of affective-motivational states in multimedia learning. In this study, an AR game-based learning method was designed via integrating AR…
Descriptors: Computer Simulation, Computer Games, Game Based Learning, Multimedia Instruction
Jenny Yun-Chen Chan; Erin R. Ottmar; Ji-Eun Lee – Grantee Submission, 2022
We examined the influences of pre-solving pause time, algebraic knowledge, mathematics self-efficacy, and mathematics anxiety on middle-schoolers' strategy efficiency in an algebra learning game. We measured strategy efficiency using (a) the number of steps taken to complete a problem; (b) the proportion of problems completed on the initial…
Descriptors: Problem Solving, Algebra, Self Efficacy, Mathematics Anxiety
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Liu, Sa; Liu, Min – AERA Online Paper Repository, 2021
To understand how learner metacognition and goal orientation affect learner problem-solving in a Serious Game (SG) environment, this study examined 12 undergraduate students' metacognition, goal orientations, and problem-solving performances and processes while playing a SG that adopts problem-based learning pedagogy to teach space science.…
Descriptors: Metacognition, Goal Orientation, Problem Solving, Undergraduate Students
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Lee, Sungwoong; Ke, Fengfeng – Journal of Computer Assisted Learning, 2019
A promising method to support game-based learning is to facilitate learners' externalization of cognitive and metacognitive processes. Externalizing Problem Representation (EPR) refers to a cognitive behaviour in which a learner constructs her own representations overtly. The purpose of this study is to investigate whether learning supports…
Descriptors: Teaching Methods, Computer Assisted Instruction, Mathematical Concepts, Computer Games
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Kapp, Felix; Spangenberger, Pia; Kruse, Linda; Narciss, Susanne – Metacognition and Learning, 2019
Self-evaluation of one's competences is considered a core factor in various domains of human functioning, including learning and instruction, as well as academic and vocational choices. Researchers from the fields of metacognition and learning, as well as motivation and learning have thus intensively investigated issues related to the…
Descriptors: Educational Games, Self Evaluation (Individuals), Technological Literacy, Self Efficacy
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Wan, Kelvin; King, Vivian; Chan, Kevin – Electronic Journal of e-Learning, 2021
Game-Based Learning (GBL) has been recognized as an essential tool for motivating students to engage in active and constructive learning. While there is a link between GBL and learning outcomes, current research evidence tends to undermine the interrelationships of concepts and oversimplify flow experience in the context of GBL. This study adopted…
Descriptors: Metacognition, Game Based Learning, Student Motivation, Correlation
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Yong, Su Ting; Gates, Peter; Chan, Andy Tak-Yee – International Journal of Game-Based Learning, 2019
This article explores the potential use metacognitive skills learned in computer games to teach mathematics. This study explored the similarities and differences in the learning of metacognitive skills between computer games and mathematics education. A mixed-methods approach was employed in which a quantitative survey (students, n=174) and a…
Descriptors: Metacognition, Thinking Skills, Skill Development, Computer Games
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Taub, Michelle; Azevedo, Roger – Journal of Educational Data Mining, 2018
Self-regulated learning conducted through metacognitive monitoring and scientific inquiry can be influenced by many factors, such as emotions and motivation, and are necessary skills needed to engage in efficient hypothesis testing during game-based learning. Although many studies have investigated metacognitive monitoring and scientific inquiry…
Descriptors: Metacognition, Undergraduate Students, Student Behavior, Scientific Research
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Laohajaratsang, Thanomporn – THAITESOL Journal, 2018
This research examines a selection of academic articles, existing evidence, and early indications of newly-designed Learning Management System (LMS) tools/functions, and then analyzes and synthesizes the concepts to form a thorough description of the components within the concept of next-generation LMS. The comparison of conventional LMS and…
Descriptors: Management Systems, Artificial Intelligence, Social Media, Computer Mediated Communication
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Forsyth, Carol M.; Graesser, Arthur C.; Pavlik, Philip, Jr.; Cai, Zhiqiang; Butler, Heather; Halpern, Diane; Millis, Keith – Journal of Educational Data Mining, 2013
Operation ARIES! is an Intelligent Tutoring System that is designed to teach scientific methodology in a game-like atmosphere. A fundamental goal of this serious game is to engage students during learning through natural language tutorial conversations. A tight integration of cognition, discourse, motivation, and affect is desired to meet this…
Descriptors: Intelligent Tutoring Systems, Scientific Methodology, Science Instruction, Educational Games
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Pillary, Hitendra; Brownlee, Joanne; Wilss, Lynn – Journal of Research on Computing in Education, 1999
A qualitative approach was used to examine the cognitive processes students engaged in while playing recreational computer games. Participants were 21 high school students. Results indicated that players practiced complex cognitive processes such as interpreting explicit and implicit information, inductive reasoning, metacognitive analysis, and…
Descriptors: Abstract Reasoning, Cognitive Processes, Computer Games, Critical Thinking
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