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Ji-Eun Lee; Amisha Jindal; Sanika Nitin Patki; Ashish Gurung; Reilly Norum; Erin Ottmar – Interactive Learning Environments, 2024
This paper demonstrated how to apply Machine Learning (ML) techniques to analyze student interaction data collected in an online mathematics game. Using a data-driven approach, we examined 1) how different ML algorithms influenced the precision of middle-school students' (N = 359) performance (i.e. posttest math knowledge scores) prediction and 2)…
Descriptors: Teaching Methods, Algorithms, Mathematics Tests, Computer Games
Wang, Jing; Song, Baomei – Asia-Pacific Education Researcher, 2023
To motivate learners to engage in writing courses and help to improve their writing performance, a mobile-game-based collaborative prewriting approach was proposed in this study. A quasi-experiment was implemented by recruiting two classes of non-English major students from a university in northeastern China. Class 1 learned to write under the…
Descriptors: Computer Games, Collaborative Writing, Prewriting, Foreign Countries
Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
Graben, Katharina; Doering, Bettina K.; Barke, Antonia – Education and Information Technologies, 2022
In this study, we investigated whether the use of smartphone games while reading a text reduces learning performance or reading speed. We also examined whether this is affected by push notifications. Ninety-three students were randomly assigned to three learning conditions. In the gaming group (G), participants played a game app for 20 s at 2-min…
Descriptors: Telecommunications, Handheld Devices, Computer Games, Reading Processes
Ji-Eun Lee; Amisha Jindal; Sanika Nitin Patki; Ashish Gurung; Reilly Norum; Erin Ottmar – Grantee Submission, 2023
This paper demonstrated how to apply Machine Learning (ML) techniques to analyze student interaction data collected in an online mathematics game. Using a data-driven approach, we examined: (1) how different ML algorithms influenced the precision of middle-school students' (N = 359) performance (i.e. posttest math knowledge scores) prediction; and…
Descriptors: Teaching Methods, Algorithms, Mathematics Tests, Computer Games
Özdener, Nesrin; Demirci, Fatih – Technology, Knowledge and Learning, 2019
The use of mobile applications which are developed for smartphones and tablets is increasing. They use special features of the devices such as integrated cameras, geopositioning, and location and orientation sensors. The purpose of this study is to examine students' opinions on using an educational mobile application which is supported by sensors…
Descriptors: Computer Software, Student Attitudes, Telecommunications, Handheld Devices
Maghfiroh, Anissa; Kuswanto, Heru – International Journal of Instruction, 2022
This research aims to reveal the effectiveness of the use of Kofie GeBoL media in improving (1) vector representation ability and (2) critical thinking ability in physics instruction. It is a descriptive quantitative study with the quasi-experiment design. It was conducted in two stages: empirical try out and implementation of Kofie GeboL to see…
Descriptors: Physics, Instructional Effectiveness, Critical Thinking, Thinking Skills
Linlin Li; Mingyu Feng; Hee Jin Bang – Society for Research on Educational Effectiveness, 2023
Background/Context: Mathematics education, especially at early grade levels, continues to be an important focus for national education improvement efforts, and more districts are introducing technology as part of their solution. Along with increasing consistent delivery of personalized and individualized learning to students, technology- and…
Descriptors: Mathematics Skills, Skill Development, Game Based Learning, Elementary School Students
Ji-Eun Lee; Amisha Jindal; Sanika Nitin Patki; Ashish Gurung; Reilly Norum; Erin Ottmar – Grantee Submission, 2022
This paper demonstrates how to apply Machine Learning (ML) techniques to analyze student interaction data collected in an online mathematics game. We examined: (1) how different ML algorithms influenced the precision of middle-school students' (N = 359) performance prediction; and (2) what types of in-game features were associated with student…
Descriptors: Teaching Methods, Algorithms, Mathematics Tests, Computer Games
Altinbas, Mehmet Emre – Language Teaching Research Quarterly, 2023
Following Richards's (2015) ideas of using movie clips, videos, and games as valuable technological tools for language learning, the present study was conducted to investigate the effectiveness of using novel extracts and computer game cutscenes based on the same story to develop the vocabulary knowledge of English as a foreign language (EFL)…
Descriptors: Second Language Learning, Second Language Instruction, Vocabulary Development, Comparative Analysis
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)
Ng, Mun Pei; Alias, Norlidah; Dewitt, Dorothy – Malaysian Journal of Learning and Instruction, 2022
Purpose: Gamification is an effective method to boost students' academic achievement and engagement in second language learning. This study aimed to test the effectiveness of the gamification application, Class Dojo, among Year 4 pupils who are learning Mandarin as a Second Language (MSL). It also sought to investigate how the MSL learners became…
Descriptors: Mandarin Chinese, Diaries, Comparative Analysis, Second Language Learning
Tokutake, Hayato; York, James; Shibata, Koichi; Nakayama, Hiroshi – Journal of Educational Multimedia and Hypermedia, 2021
This study explored the effect of differing levels of interactivity in a VR language learning system on learner oral task performance. 30 participants were divided into 15 pairs which undertook two spot-the-difference tasks. One in a static-VR system, the other in an interactive-VR system which required them to move objects into the correct…
Descriptors: Oral Language, Computer Simulation, Second Language Learning, Second Language Instruction
Lee, Ju Seong; Xie, Qin – Innovation in Language Learning and Teaching, 2023
Purpose: This study (1) used a person-centered approach to identify specific subgroups of 1,265 EFL learners who participated in Informal Digital Learning of English (IDLE) activities, and (2) looked at how different IDLE profiles are related to important affective variables. Design/Methodology: To identify IDLE profiles, we used cluster analysis.…
Descriptors: Affective Behavior, Second Language Learning, Second Language Instruction, English (Second Language)
Jamie J. Jirout; Sierra Eisen; Zoe S. Robertson; Tanya M. Evans – Grantee Submission, 2022
Play is a powerful influence on children's learning and parents can provide opportunities to learn specific content by scaffolding children's play. Parent-child synchrony (i.e., harmony, reciprocity and responsiveness in interactions) is a component of parent-child interactions that is not well characterized in studies of play. We tested whether…
Descriptors: Play, Mothers, Parent Child Relationship, Executive Function
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