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Saud, Syukur; Aeni, Nur; Azizah, Laelah – International Journal of Language Education, 2022
In creating a comfortable English learning atmosphere, the impressions of students and lecturers are crucial. Leading the students to be happy in learning is one of the big challenges for the lecturer. The aim of this study is to find out how students and lecturers feel about online learning by using gamification. It investigated how the students…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Language Tests
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Waddington, Julie; Bannikova Charikova, Daria – ELT Journal, 2022
At a time marked by the increasing use of technology in education, the study presented in this paper explores and compares teachers' and children's views on the use of digital games in class. A case study is presented in a primary school setting where tablets have been fully integrated into the EFL classroom. A mixed-method approach was used to…
Descriptors: Student Attitudes, Teacher Attitudes, Student Centered Learning, Second Language Learning
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Cortés, Darwin; Mantilla, César; Prada, Laura – Journal of Economic Education, 2023
The authors adapted a lab-in-the-field experiment emulating the dynamic extraction of a fishery to create a Web-based classroom experiment. The game includes a multi-player version analogous to an open-access problem and a single-player version analogous to the social planner problem. This game is helpful in introductory microeconomics courses to…
Descriptors: Web Based Instruction, Teaching Methods, Elective Courses, Animal Husbandry
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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
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Albarello, Francisco; Novoa, Ángela; Castro Sánchez, Mariángeles; Velasco, Adriana; Novaro Hueyo, María Victoria; Narbais, Francisco – Global Studies of Childhood, 2021
The popularity of multiplayer online videogames (MOVs) in the lives of young people has become a recurrent area of interest for parents and researchers. The use of these platforms has generated concerns regarding the potential negative effects on children's personal and social development. Additionally, the ways in which players socialize through…
Descriptors: Video Games, Computer Games, Socialization, Computer Simulation
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Fanjul-Peyró, Carlos; González-Oñate, Cristina; Peña-Hernández, Pedro-Jesús – Comunicar: Media Education Research Journal, 2019
The eGames business (online video games) in Spain generated more than 1.8 trillion euros in profits in 2016. Advertising is no stranger to the potential of this market, and brands study the best ways of approaching and adapting to the world of eGames. In this report, we analyze which the most effective advertising strategies for brands in the…
Descriptors: Foreign Countries, Computer Games, Video Games, Advertising
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
Lee, Ji-Eun; Hornburg, Caroline Byrd; Chan, Jenny Yun-Chen; Ottmar, Erin – Grantee Submission, 2021
We investigated the effects of proximal grouping of numbers, problem-solving goals to make 100, and prior knowledge on students' solution strategies in an online mathematics game. Logistic regression on 857 problem-level data points from 227 middle-school students showed that students were more likely to use productive solution strategies on…
Descriptors: Mathematics Instruction, Teaching Methods, Middle School Students, Computer Games
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Frick, Aurélien; Brandimonte, Maria A.; Chevalier, Nicolas – Developmental Psychology, 2019
Emerging cognitive control supports increasingly efficient goal-directed behaviors. With age, children are increasingly expected to decide autonomously and with little external aid which goals to attain. However, little is known about how children engage cognitive control in such a self-directed fashion. The present study examined self-directed…
Descriptors: Cognitive Processes, Goal Orientation, Personal Autonomy, Age Differences
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Hajian, Shiva – IAFOR Journal of Education, 2019
One of the primary goals of education is to ensure that learners can apply their acquired knowledge in various ways and under different circumstances. However, this expected "transfer" does not always occur and, therefore, the acquired knowledge cannot be flexibly employed in different contexts. One way to minimize this problem is to…
Descriptors: Transfer of Training, Teaching Methods, Situated Learning, Comparative Analysis
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Priyadi, Ahmad; Kuswanto, Heru – Journal of Technology and Science Education, 2023
This research aims to: (1) develop a feasible Android-based comic media of Gajah Mungkur Dam, and (2) reveal the effectiveness of the developed comic media in improving mathematical representation and critical thinking abilities on the materials of work and energy. The research subjects are senior high school students, consisting of 262 students…
Descriptors: High School Seniors, Cartoons, Computer Games, Mathematics Instruction
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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
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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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Chang, Wei-Lun; Yeh, Yu-chu – Technology, Pedagogy and Education, 2021
This study proposed a game-based instruction approach by using bingo games and a mobile application to investigate its effects on motivation, knowledge sharing and critical thinking ability during the learning of information management. The participants were 86 undergraduate students who participated in an 18-week experimental instruction of…
Descriptors: Blended Learning, Game Based Learning, Teaching Methods, Computer Software
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