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The Effectiveness of Digital Game-Based Vocabulary Learning: A Framework-Based View of Meta-Analysis
Chen, Meng-Hua; Tseng, Wen-Ta; Hsiao, Tsung-Yuan – British Journal of Educational Technology, 2018
This study presents the results of a meta-analytic study about the effects of digital game-based learning (DGBL) on vocabulary. The results of the study showed that the effects of DGBL on vocabulary learning may vary with game design features (Q = 5.857, df = 1, p = 0.016), but not with learners' age (Q = 0.906, df = 1, p = 0.341) or linguistic…
Descriptors: Computer Games, Vocabulary Development, Meta Analysis, Design
Atalay, Ahmet; Topuz, Arif Cem – Universal Journal of Educational Research, 2018
In this study, the aim is to examine the most popular eSport applications at a global scale. In this context, the App Store and Google Play Store application platforms which have the highest number of users at a global scale were focused on. For this reason, the eSport applications included in these two platforms constituted the sampling of the…
Descriptors: Telecommunications, Handheld Devices, Athletics, Qualitative Research
An, Yun-Jo; Cao, Li – TechTrends: Linking Research and Practice to Improve Learning, 2017
Researchers have investigated how gameplay and other related activities influence teachers' attitudes toward and perceptions of games or game-based learning. Taking one step further, this study was conducted to investigate how game design experience influences teachers' attitudes toward and perceptions of the use of digital games in the classroom…
Descriptors: Design, Teacher Attitudes, Educational Games, Statistical Analysis
Yang, Hui-Ling; Wu, Wei-Pang – International Journal of Information and Communication Technology Education, 2017
This study investigated the online flow frequency among college students in regard to different internet activities, and analyzed the effect of flow frequency on internet addiction. This study surveyed 525 undergraduate internet users in Taiwan by using convenience sampling to question participants. In this paper, analysis of variance (ANOVA) was…
Descriptors: Internet, Addictive Behavior, Undergraduate Students, Computer Use
Mavridis, A.; Tsiatsos, T. – Journal of Computer Assisted Learning, 2017
The aim of this study is to assess the impact of a 3D educational computer game on students' test anxiety and exam performance when used in evaluative situations as compared to the traditional method of examination. The participants of the study were students in tertiary education who were examined using game-based assessment and traditional…
Descriptors: Computer Games, Teaching Methods, Test Anxiety, Statistical Analysis
Buxó-Lugo, Andrés; Toscano, Joseph C.; Watson, Duane G. – Discourse Processes: A multidisciplinary journal, 2018
It is generally assumed that prosodic cues that provide linguistic information, like discourse status, are driven primarily by the information structure of the conversation. This article investigates whether speakers have the capacity to adjust subtle acoustic-phonetic properties of the prosodic signal when they find themselves in contexts in…
Descriptors: Intonation, Suprasegmentals, Cues, Discourse Analysis
Li, Qing; Pustaka, Arkhadi – Educational Research, 2017
Background: Cyberbullying is connected with online gaming in complex ways. Although cyberbullying can occur while people play games, it is also the case that gaming may have the potential to address cyberbullying and bullying problems. Purpose: This study examines young adults' beliefs and experiences related to cyberbullying and gaming. Sample:…
Descriptors: Bullying, Computer Mediated Communication, Attitude Measures, College Students
Tatli, Zeynep – Contemporary Educational Technology, 2018
The purpose of this study is to determine types of games that middle school students play in their daily lives and analyze the effects of various variables such as gender, available technology, grade in school and parents' education levels on their game preferences. The sample consisted of a total of 464 grade 5-8 students (212 girls and 252…
Descriptors: Middle School Students, Preferences, Student Attitudes, Computer Games
Yang, Jie Chi; Quadir, Benazir – Educational Technology & Society, 2018
The great value of applying digital games in language learning has been highlighted. However, there has been a lack of attention paid to the effects of prior knowledge in a contextual game-based language learning environment. To this end, this study developed an MMORPG-based educational game to facilitate English learning, aiming at investigating…
Descriptors: Prior Learning, Anxiety, Computer Games, Second Language Learning
Kert, Serhat Bahadir; Köskeroglu Büyükimdat, Meryem; Uzun, Ahmet; Çayiroglu, Beytullah – Education 3-13, 2017
In the educational sciences, many discussions on the use of computer games occur. Most of the scientists believe that traditional computer games are time-consuming software and that game-playing activities negatively affect students' academic performance. In this study, the accuracy of this general opinion was examined by focusing on the real…
Descriptors: Elementary School Students, Teaching Methods, Computer Games, Educational Technology
Thomas, James William – ProQuest LLC, 2017
"Guitar Hero III" and similar games potentially offer a vehicle for improvement of musical rhythmic accuracy with training delivered in both visual and auditory formats and by use of its novel guitar-shaped interface; however, some theories regarding multimedia learning suggest sound is a possible source of extraneous cognitive load…
Descriptors: Accuracy, Music, Educational Games, Acoustics
Kilic, Abdullah Faruk; Güzeller, Cem Oktay – Malaysian Online Journal of Educational Technology, 2017
This study aimed at determining the impact of demographic factors on the Internet usage purposes of high school students. The population of the study consisted of students between 9th and 12th grades from the Anatolian high schools, science high schools, social sciences high schools, sports high schools and fine arts high schools in Turkey. The…
Descriptors: High School Students, Internet, Foreign Countries, Questionnaires
Terzidou, Theodouli; Tsiatsos, Thrasyvoulos; Miliou, Christina; Sourvinou, Athanasia – IEEE Transactions on Learning Technologies, 2016
This study proposes and applies a novel concept for an AI enhanced serious game collaborative environment as a supplementary learning tool in tertiary education. It is based on previous research that investigated pedagogical agents for a serious game in the OpenSim environment. The proposed AI features to support the serious game are the…
Descriptors: Educational Games, Computer Games, Artificial Intelligence, Student Attitudes
Yeh, Duen-Yian; Cheng, Ching-Hsue – Research in Education, 2016
This study examined the relationships among children's computer game use, academic achievement and parental governing approach to propose probable answers for the doubts of Taiwanese parents. 355 children (ages 11-14) were randomly sampled from 20 elementary schools in a typically urbanised county in Taiwan. Questionnaire survey (five questions)…
Descriptors: Foreign Countries, Elementary School Students, Computer Games, Academic Achievement
Kangas, Marjaana; Koskinen, Antti; Krokfors, Leena – Teachers and Teaching: Theory and Practice, 2017
The interest towards research on learning games is continuously growing, however, the integration of games in teaching is still a somewhat unexplored area of study. In this qualitative literature review, we were interested in the pedagogical foundations that underpin empirical studies and especially in the teacher's role/activities regarding the…
Descriptors: Educational Games, Teaching Methods, Literature Reviews, Coding