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Lo-An Liu; Gwo-Jen Hwang – British Journal of Educational Technology, 2024
Learning with digital games has gained considerable popularity. While digital game-based learning has the potential to improve learners' language learning achievement, engagement and motivation, there still exists a gap when it comes to providing effective feedback to learners within these games. Conventional digital games generally provide…
Descriptors: Metalinguistics, Error Correction, English (Second Language), Second Language Learning
Hsu, Chung-Yuan; Chiou, Guo-Li; Tsai, Meng-Jung – Interactive Learning Environments, 2019
This study was to investigate the role of students' game self-efficacy in their game performance as well as in their visual behavior distributions and transfer patterns during their gameplay. A total of 48 university students were recruited for participating in a gameplaying task while wearing with an ASL Mobile Eye eye-tracker. After the…
Descriptors: Game Based Learning, Self Efficacy, Eye Movements, Attention
Feng, Xuanqi; Yamada, Masanori – Educational Technology & Society, 2021
It is challenging to utilize learning analytic technologies to examine gameplay log data for game-embedded assessment in the field of game-based learning. Analytical approaches based on a new perspective focusing on complicated contextual data are imperative in the current scenario. A relatively new concept called precision education, which…
Descriptors: Learning Analytics, Behavior Patterns, Informal Education, Game Based Learning

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