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Ananda Sadyva Aulia Putri; Suvi Akhiriyah – Journal of English Teaching, 2024
Web-based games can be an alternative learning media for students to improve their vocabulary mastery in reading. Nevertheless, few studies look at how web-based games can be used as a teaching tool to help junior high school students improve their vocabulary, especially in the context of reading. The main objective of this research is to know the…
Descriptors: Vocabulary Development, Mastery Learning, Junior High School Students, Computer Games
Handayani, Prathini Khafifah; Arip, Asep Ginanjar; Nur, Sofyan Hasanuddin – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2022
The students' explaining skill is interrelated with their conceptual understanding. This study aimed to determine the effect of the implementation of the student facilitator and explaining model assisted by the media game on the students' explaining skills related to environmental pollution. This quasi-experimental research was using a pre-test…
Descriptors: Concept Formation, Educational Games, Computer Games, Teaching Methods
Gutica, Mirela; Petrina, Stephen – International Journal of Game-Based Learning, 2021
Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an…
Descriptors: Educational Games, Mathematics Instruction, Student Attitudes, Grade 6
Turan, Zeynep; Meral, Elif – Informatics in Education, 2018
The use of different tools in the field of education has become widespread with the developments in technology. Online student response systems are one of these tools. Online student response systems have been used for many years. In the last couple of years, game items have been added, and game-based online student response systems have started…
Descriptors: Audience Response Systems, Academic Achievement, Learner Engagement, Test Anxiety
Chen, Ching-Huei; Wang, Kuan-Chieh; Lin, Yu-Hsuan – Educational Technology & Society, 2015
In this study, we investigated and compared solitary and collaborative modes of game-based learning in promoting students' science learning and motivation. A total of fifty seventh grade students participated in this study. The results showed that students who played in a solitary or collaborative mode demonstrated improvement in learning…
Descriptors: Grade 7, Middle School Students, Learning Motivation, Cooperative Learning
Akcaoglu, Mete; Kale, Ugur – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2016
Engagement in game design tasks can help preservice teachers develop pedagogical and technical skills for teaching and promoting critical thinking and problem-solving skills. Through the design process, preservice teachers not only exercise critical-thinking and problem-solving skills, but also learn about an instructional method to support their…
Descriptors: Games, Educational Games, Computer Games, Preservice Teachers
Prell, Jerry; Nelson, William R.; Foshay, John – Journal of Special Education Apprenticeship, 2012
Eighty, seventh grade students attending a suburban middle school in southern Connecticut participated in the study evaluating the effectiveness of computer based geography games on student motivation and achievement. Using Connecticut Mastery Test (CMT) Scores and baseline U.S.A scores as criteria to develop matched pairs, students were divided…
Descriptors: Middle School Students, Suburban Schools, Grade 7, Instructional Effectiveness