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Olesia Hubrich – ProQuest LLC, 2024
The purpose of this qualitative exploratory case study was to explore how The Sims could be used to assist L1 English speakers in learning L2 Russian verbs of motion through completing in-game tasks in pairs while speaking Russian. English and Russian verbs of motion encode manner and path differently, and L2 Russian motion verbs use a variety of…
Descriptors: Russian, Verbs, Second Language Learning, Second Language Instruction
Grace Ann Morris – ProQuest LLC, 2024
Creativity is an important part of education. Teachers need to be able to understand and develop creativity to be able to successfully model it for their students. They can achieve this through pre-service training. Past research has provided implications in pre-service training that helped pre-service teachers develop creativity, albeit from a…
Descriptors: Preservice Teachers, Faculty Development, Creativity, Game Based Learning
Malone, Mac – ProQuest LLC, 2023
We analyze the thesis that a fully immersive gamified learning platform benefits students, improving their enjoyment, time management, and performance by engaging them with the subject matter. We assert that an immersive experience centered around a true game produces better results than exercises with just a few gamified elements (e.g., points,…
Descriptors: Game Based Learning, Teaching Methods, Time Management, Learner Engagement
Hernandez, James Jeremy – ProQuest LLC, 2023
This qualitative study aimed to examine ways young children practice social skills and use language while playing the digital game Roblox in pairs, using a single electronic device, as framed through Vygotsky's Socio-cultural theory of learning. Roblox is a sandbox-style game comprising several mini-games, such as hide-and-seek simulators and…
Descriptors: Educational Technology, Video Technology, Game Based Learning, Grade 2
Dennis Ward – ProQuest LLC, 2022
The purpose of this study was to design, develop, and test the effects of digital game-based learning on undergraduate students' learning motivation, mathematics achievement, and learning retention in a college algebra course. Digital games utilize interactive digital media that offer rules-based challenges and react to the individual's choices.…
Descriptors: Computer Games, Game Based Learning, College Mathematics, Algebra
Tam, Frankie L. – ProQuest LLC, 2023
Executive functions (EF) are important cognitive processing skills required for planning, reasoning, problem solving and self-monitoring. It is vital to various aspects of human development from behavioral, social-emotional to academic. There is an increasing interest in identifying and developing cognitive skills training interventions. Results…
Descriptors: Educational Technology, Executive Function, Game Based Learning, Intervention
Armanto Sutedjo – ProQuest LLC, 2023
Digital Game-Based Learning (DGBL) demonstrated a positive impact on students' motivation, engagement, knowledge acquisition, and many other areas. However, all the benefits DGBL can offer for the classroom do not seem to be enticing enough to persuade classroom instructors to implement DGBL in their classroom. There is a disconnect between…
Descriptors: Teaching Methods, Mathematics Instruction, Computer Games, Game Based Learning
Maria Diez-Ortega – ProQuest LLC, 2023
Research in digital game-based language learning (DGBLL) has shown support for the use of games to develop linguistic knowledge and social skills in the second language (L2) classroom (Cornillie et al., 2012c; Reinhardt, 2019; Sykes & Reinhardt, 2013). Digital games often align with the definition of tasks, but not many have been intentionally…
Descriptors: Game Based Learning, Second Language Learning, Video Games, Technology Uses in Education
Panayiota Georgiou Josephidou – ProQuest LLC, 2024
This study explored the use of gamification when teaching Greek as a L2. It examined how Greek teachers in different schools in Cyprus use gamification and if it affects their students in learning. It explored their perceptions of the effects on student motivation and engagement. The study was of qualitative approach and semi-structured interviews…
Descriptors: Foreign Countries, Second Language Learning, Second Language Instruction, Game Based Learning
Ayman Alzaid – ProQuest LLC, 2023
As computer games become integral to students' learning experiences, this dissertation investigates the impact of educational game-based learning on mathematical outcomes and attitudes among elementary school students. Employing data science techniques, including statistical approaches and quantitative analysis through data mining of gameplay data…
Descriptors: Computer Games, Outcomes of Education, Game Based Learning, Mathematics Instruction
Frederick J. Poole – ProQuest LLC, 2020
The purpose of this multiple-paper dissertation is to design a digital game and stealth assessments within the game to assess young second language learners' Chinese reading proficiency. In Chapter 2 (Paper 1), I describe the game designed for this dissertation and how it was implemented in a dual language immersion classroom. This study found…
Descriptors: Educational Games, Immersion Programs, Reading Comprehension, Student Evaluation
Tamara L. Anderson – ProQuest LLC, 2021
High school science classes can be difficult for students to be successful in because of the content-specific vocabulary and the expectation of prior knowledge in the subject area that teachers have of their students. The use of digital games in the classroom can provide teachers with the tools to help students scaffold their learning and better…
Descriptors: High School Students, High School Teachers, Science Instruction, Science Education
Christian D. Pirlet – ProQuest LLC, 2021
Social studies teachers are consistently looking for new avenues to motivate learners. To facilitate this process, simulations and roleplaying have garnered considerable attention. However, game-based simulations have received little consideration in social studies classrooms. Through game-based simulations, teachers can create sophisticated…
Descriptors: Teaching Methods, Game Based Learning, Economics Education, Rural Schools
Amorim, Americo Nobre Goncalves Ferreira – ProQuest LLC, 2018
The present work reviewed the literature associated with the low levels of student achievement in literacy among early grade students in Brazil, the problem of practice. Under an ecological systems theory perspective, I identified that the usage of assessments, phonological awareness instruction, and quality learning materials could be key factors…
Descriptors: Kindergarten, Computer Games, Emergent Literacy, Foreign Countries
Watson-Huggins, Janice – ProQuest LLC, 2018
Children have been playing computer games for many years. Today's children are very technologically savvy compared to 10 years ago. However, no concrete research was done in the Caribbean and in Jamaica to be specific, that investigates the impact of gamification on student academic scores and motivation. Gamification is used to describe the use…
Descriptors: Intervention, Mathematics Achievement, Middle School Students, Game Based Learning
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