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Poole, Frederick J.; Clarke-Midura, Jody – Language Learning & Technology, 2023
Research involving digital games and language learning is rapidly growing. One advantage of using digital games to support language learning is the ability to collect data on students learning in real time. In this study, we use educational data mining methods to explore the relationship between in-game data and elementary students' Chinese…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, Data Analysis
Zamora-Polo, Francisco; Corrales-Serrano, Mario; Sánchez-Martín, Jesús; Espejo-Antúnez, Luis – Education Sciences, 2019
Innovative teaching strategies are designing a new and promising landscape in education. They fill lessons with creativity and imagination for either the students or teachers. This article addresses an attempt to make the approach to science easier in a nonscientific environment: primary education at university level. Gamification methodologies…
Descriptors: Active Learning, Teaching Methods, Computer Games, Student Motivation
Calvo-Ferrer, José Ramón – International Journal of Game-Based Learning, 2021
The frequency of word exposure in teaching materials, along with corrective feedback, has often been identified as a powerful variable in the learning of vocabulary in a foreign language. The effect of the number of times an action is presented as accurate in digital game-based language learning scenarios (i.e., knowledge of correct response [KCR]…
Descriptors: Feedback (Response), Error Correction, Computer Games, Video Games
Greenhalgh, Spencer P. – Journal of Experimental Education, 2021
Games can invite players to try on moral identities, but players ultimately choose how to respond to this invitation. In this study, I explore how the design of a game and the context it is played in affect whether players tried on a moral identity when completing in-game actions. I interviewed seven students who had played an ethics game and…
Descriptors: Moral Values, Self Concept, Correlation, Design
Kesici, Ahmet; Tunç, Nazenin Fidan – Universal Journal of Educational Research, 2018
This study was carried out to develop a scale for determining the level of digital addiction of the youth. In this study carried out with a group of 687 students from Siirt, Dicle and Erzincan Universities, a draft scale of 28 items based on the interviews with two students who spent a long time with digital tools and their friends, and on the…
Descriptors: Addictive Behavior, College Students, Test Validity, Test Reliability
Panagiotakopoulos, Chris T.; Sarris, Menelaos E. – International Education Studies, 2013
The present study reports the basic characteristics of a game-like application entitled "Playing with Words-PwW". PwW is a single-user application where a word must be guessed given an anagram of that word. Anagrams are presented from a predefined word list and users can repeatedly try to guess the word, from which the anagram is…
Descriptors: Foreign Countries, Teaching Methods, Educational Games, Word Lists