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Hess, Taryn; Gunter, Glenda – British Journal of Educational Technology, 2013
When combining the increasing use of online educational environments, the push to use serious video games and the lack of research on the effectiveness of online learning environments and video games, there is a clear need for further investigation into the use of serious video games in an online format. A mix methods model was used to triangulate…
Descriptors: Online Courses, Video Games, Mixed Methods Research, Student Motivation
Shin, Namsoo; Sutherland, LeeAnn M.; Norris, Cathleen A.; Soloway, Elliot – British Journal of Educational Technology, 2012
This paper reports the effects of game technology on student learning in mathematics as investigated in two data sets collected from slightly different subjects. In the first, 41 second graders (7 or 8 years old) from two classes used either a technology-based game or a paper-based game for 5 weeks. For the next 13 weeks, both classes used a…
Descriptors: Ethnicity, Academic Achievement, Statistical Analysis, Grade 2
Hao, Yungwei; Hong, Jon-Chao; Jong, Jyh-Tsorng; Hwang, Ming-Yueh; Su, Chao-Ya; Yang, Jin-Shin – British Journal of Educational Technology, 2010
Learning to write Chinese characters is often thought to be a very challenging and laborious task. However, new learning tools are being designed that might reduce learners' tedium. This study explores one such tool, an online program in which learners can learn Chinese characters through vision-based motion games. The learner's gestures are…
Descriptors: Instructional Design, Learning Strategies, Motion, Second Language Learning
Kiili, Kristian – British Journal of Educational Technology, 2007
Educational games may offer a viable strategy for developing students' problem-solving skills. However, the state of art of educational game research does not provide an account for that. Thus, the aim of this research is to develop an empirically allocated model about problem-based gaming that can be utilised to design pedagogically meaningful…
Descriptors: Experiential Learning, Educational Games, Problem Solving, Models