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Chen, Man-Ying; Tang, Joni Tzuchen – Education and Information Technologies, 2023
In higher education, many universities in Taiwan let college students learn excel in a self-directed way. The current axle of the Excel curriculum mainly relies on self-directed learning. In the study, we designed the digital game "Legendary Wizard Excel" and took a certified Excel textbook as the research tool. The game we designed…
Descriptors: Video Games, Computer Software, College Students, Comparative Analysis
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Luo, Zhanni; Brown, Cheryl; O'Steen, Billy – Education and Information Technologies, 2021
Gamified learning tools refer to the websites, software or mobile applications that use game design elements for educational purposes. Though theoretically promising in engaging leaners, gamified learning tools were not widely accepted in practice. This paper seeks to better understand what encourages and constrains teachers' use of gamified…
Descriptors: Intention, Teacher Attitudes, Secondary School Teachers, Game Based Learning
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Chen, Yulin – Education and Information Technologies, 2023
This study investigated the motivation of Taiwanese undergraduate EFL students in learning English-to-Chinese translation and the intention to use a digital game-based learning app called CHEN-slate. The app, consisting of a learning zone, practice zone, and competition zone and including translation skills needed for actual translation practice,…
Descriptors: Translation, Game Based Learning, English (Second Language), Second Language Learning
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Ng, Davy Tsz Kit; Lee, Min; Tan, Roy Jun Yi; Hu, Xiao; Downie, J. Stephen; Chu, Samuel Kai Wah – Education and Information Technologies, 2023
In recent years, with the popularity of AI technologies in our everyday life, researchers have begun to discuss an emerging term "AI literacy". However, there is a lack of review to understand how AI teaching and learning (AITL) research looks like over the past two decades to provide the research basis for AI literacy education. To…
Descriptors: Artificial Intelligence, Technology Uses in Education, Technological Literacy, Literacy Education