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Yong Zeng; John E. McEneaney – Journal of Research Initiatives, 2022
This text presents an argument that competition, as a pedagogical design element, facilitates students' learning motivation in digital game-based learning environments (DGBLEs). Since competition has long been regarded as an adverse pedagogical element for fostering students' learning motivation, a considerable proportion of educators and…
Descriptors: Students, Game Based Learning, Computer Games, Educational Games
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Korkmaz, Sezen; Öz, Hüseyin – International Online Journal of Education and Teaching, 2021
With the advent of technology over the past decade, teachers have started to incorporate live games into second or foreign language (L2) teaching to create an active learning environment and thus keep learners engaged in learning tasks. The present study reports on the findings of an investigation into the impact of the online "Kahoot!"…
Descriptors: Computer Software, Teaching Methods, Second Language Learning, Second Language Instruction
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Tokac, Umit; Novak, Elena; Thompson, Christopher G. – Journal of Computer Assisted Learning, 2019
This meta-analysis investigated the effects of learning video games on mathematics achievement of PreK-12th-grade students compared with traditional classroom instructional methods. Results from the 24 collected studies showed heterogeneity among effect sizes, both in magnitude and direction. Using a random effects model, a small but marginally…
Descriptors: Meta Analysis, Mathematics Instruction, Mathematics Achievement, Teaching Methods
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Pitura, Joanna; Terlecka-Pacut, Elzbieta – Computer Assisted Language Learning, 2018
Being able to communicate in foreign languages, along with the remaining key competences for lifelong learning, are of special significance for upper-secondary school students -- soon-to-be tertiary education students and employees. Although Polish educational authorities have made efforts to account for this need in the Core Curriculum for Modern…
Descriptors: Second Language Learning, Second Language Instruction, Secondary School Students, Computer Games
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Pan, Wen Fu – Educational Technology & Society, 2017
The objective of this study was to test whether the Kinect motion-sensing interactive system (KMIS) enhanced students' English vocabulary learning, while also comparing the system's effectiveness against a traditional computer-mouse interface. Both interfaces utilized an interactive game with a questioning strategy. One-hundred and twenty…
Descriptors: Elementary School Students, English Instruction, Vocabulary Development, Control Groups
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Rachels, Jason R.; Rockinson-Szapkiw, Amanda J. – Computer Assisted Language Learning, 2018
A quasi-experimental, pretest-posttest, non-equivalent control group design was used to examine the effect of a mobile gamification application on third and fourth grade students' Spanish language achievement and student academic self-efficacy. In this study, the treatment group's Spanish language instruction was through the use of…
Descriptors: Second Language Learning, Second Language Instruction, Spanish, Telecommunications