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Norfarizah Mohd Bakhir; SiBo Zhou; Shu Chen; Zhou Tianlong – Journal of Educational Computing Research, 2025
This study investigates the effectiveness of digital games in arts education for learning art knowledge and enhancing art interest. Art knowledge includes the topics of art history, production, esthetics, and art criticism. A quasi-experimental approach was used in this study. A 1-month course on arts education digital games was conducted with 40…
Descriptors: College Students, Art Education, Art Appreciation, Art Criticism
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Rahul Mohandas; Subhashree Mohapatra – Digital Education Review, 2025
Game-based learning (GBL) is an effective learning tool for medical and dental undergraduates in enhancing knowledge and skills as well as gaining student engagement and motivation. Educational games can create a social constructivist learning environment, where learners can construct their knowledge through interactions with their peers and…
Descriptors: Undergraduate Students, Dentistry, Game Based Learning, Student Motivation
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Deepti Bora; Priyanka Patel; Maria Psyridou; Jenni Ruotsalainen; Ulla Richardson; Minna Torppa – Reading and Writing: An Interdisciplinary Journal, 2025
Foundational literacy is a key lever for achieving higher levels of learning and societal wellbeing. However, with an enrolment of over 250 million children in schools, India is currently challenged by learning deprivation. Growing uptake of English-medium education along with less-than-optimal English literacy instruction practices present an…
Descriptors: Foreign Countries, Elementary School Students, Grade 2, Second Language Learning