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Chen, Ching-Huei; Huang, Kun; Liu, Jun-Han – Asia-Pacific Education Researcher, 2020
This quasi-experimental study investigated the effects of enhancing digital game-based science learning with the predict-observe-explain (POE) inquiry scaffolds. One hundred twenty seventh-grade students were assigned to either an experimental group or a control group. The two groups of students played the same game, but the experimental group…
Descriptors: Game Based Learning, Teaching Methods, Science Instruction, Student Behavior
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Muntrikaeo, Kuntida; Poonpon, Kornwipa – English Language Teaching, 2022
The purposes of this study were to investigate the effects of task-based instruction using online language games in a flipped learning environment (TGF) in developing the English oral communication ability of Thai secondary students and examine the students' opinions of the task-based instruction using online language games in a flipped learning…
Descriptors: Secondary School Students, Second Language Learning, Second Language Instruction, English (Second Language)
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Alhebshi, Amal Abdullah; Gamlo, Nada – Arab World English Journal, 2022
Mastering vocabulary can be a challenge as a great deal of information is delivered in intensive English courses. This study investigates the effects of mobile games on EFL students' vocabulary acquisition via the "Quizizz" application. A total of 56 female foundation year students from a Saudi Arabian university participated in this…
Descriptors: Computer Games, Computer Assisted Instruction, Intensive Language Courses, Second Language Learning
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Yallihep, Mirac; Kutlu, Birgul – Education and Information Technologies, 2020
The purpose of this study was to measure the impacts of mobile serious games on fifth grade students' attitudes towards "Information Technology and Software" course and understanding of programming concepts. For this purpose, a five weeks long study was conducted in a private primary school in Turkey with randomly selected 36 fifth grade…
Descriptors: Computer Games, Computer Software, Student Attitudes, Programming
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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
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Bajwa, Neet Priya; Perry, Michelle – Mathematical Thinking and Learning: An International Journal, 2021
Elementary school students struggle in interpreting the equal sign as a symbol denoting equivalence. Although many have advocated using a pan-balance scale to help students develop this understanding, less is known about what features associated with this model support learning. To attempt to control and examine these features, the investigators…
Descriptors: Mathematics Skills, Mathematics Instruction, Elementary School Students, Concept Formation
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Chen, Ching-Huei; Yeh, Hui-Chin – Technology, Pedagogy and Education, 2019
Student-generated questioning (SGQ) has been widely used to facilitate English learning in the Foreign Language classroom, with questions surrounding its quality and use in flipped classrooms remaining at the forefront of discussions. This study aims to explore the implications of integrating SGQ using a game-based learning platform named Kahoot,…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Blended Learning
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Chen, Ching-Huei – Educational Technology Research and Development, 2019
The present study investigates how the different modes of game-design triggers learning outcomes, focusing on peer learning and intergroup competition. A problem-solving science game was developed to help secondary students to learn about the motion of objects. Participants (N = 110) from an urban middle school were randomly assigned to four…
Descriptors: Peer Relationship, Computer Games, Competition, Outcomes of Education
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Alharthi, Saleh – TESOL International Journal, 2020
Technology use in the classroom to improve student's learning has gained significant attention over the past few years. Technology has metamorphosed from CALL to MALL and the use of gamification. Teachers are more concerned with methodologies that can improve students' motivation and engagement, particularly in EFL classrooms. This mixed method…
Descriptors: Teaching Methods, Second Language Learning, Second Language Instruction, English (Second Language)
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Fokides, Emmanuel – Journal of Information Technology Education: Research, 2017
Aim/Purpose: The purpose of this study was to examine whether the authoring of computer games in a mainstream primary school setting can support the learning of game design and programming concepts. Background: Despite the benefits for students when they learn how to program and the significant body of research regarding this matter, these…
Descriptors: Programming, Computer Games, Elementary School Students, Teaching Methods
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Saito, Daisuke; Washizaki, Hironori; Fukazawa, Yoshiaki – Journal of Information Technology Education: Research, 2017
Aim/Purpose: When learning to program, both text-based and visual-based input methods are common. However, it is unclear which method is more appropriate for first-time learners (first learners). Background: The differences in the learning effect between text-based and visual-based input methods for first learners are compared the using a…
Descriptors: Programming, Computer Science Education, Comparative Analysis, Questionnaires
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Kiili, Kristian; Ojansuu, Kai; Lindstedt, Antero; Ninaus, Manuel – International Journal of Game-Based Learning, 2018
The main aim of this article was to investigate the educational potential of a game-based math game competition to engage students in training rational numbers. Finnish fourth (n = 59; M[subscript age] = 10.36) and sixth graders (n = 105; M[subscript age] = 12.34) participated in a math game competition relying on intra-classroom cooperation and…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Competition
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Bytheway, Julie – CALICO Journal, 2015
Initiated in response to informal reports of vocabulary gains from gamers at universities in New Zealand and the Netherlands, this qualitative study explored how English language learners autonomously learn vocabulary while playing massively multiplayer online role-playing games (MMORPGs). Using research processes inherent in Grounded Theory, data…
Descriptors: Teaching Methods, Vocabulary Development, English (Second Language), Second Language Learning
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Hannig, Andreas; Lemos, Martin; Spreckelsen, Cord; Ohnesorge-Radtke, Ulla; Rafai, Nicole – Journal of Educational Computing Research, 2013
The training of motor skills is a crucial aspect of medical education today. Serious games and haptic virtual simulations have been used in the training of surgical procedures. Otherwise, however, a combination of serious games and motor skills training is rarely used in medical education. This article presents Skills-O-Mat, an interactive serious…
Descriptors: Foreign Countries, Dentistry, Medical Education, Computer Games
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Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Yang, Li-Hsueh; Huang, Iwen – British Journal of Educational Technology, 2013
Educational computer games have been recognized as being a promising approach for motivating students to learn. Nevertheless, previous studies have shown that without proper learning strategies or supportive models, the learning achievement of students might not be as good as expected. In this study, a knowledge engineering approach is proposed…
Descriptors: Computer Games, Educational Games, Elementary School Science, Science Instruction