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Yu-Cheng Lin; Shu-Yun Chien; Huei-Tse Hou – Education and Information Technologies, 2025
The training of hostel service skills emphasizes the application of procedural knowledge and complex problem-solving skills, and with the development of education technology, game-based learning that mixes virtual reality (VR) and physical games has begun to be emphasized. In this study, we proposed a multi-dimensional scaffolding design framework…
Descriptors: Scaffolding (Teaching Technique), Educational Games, Computer Simulation, Cognitive Ability
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Choi, Doo-Hun; Noh, Ghee-Young – SAGE Open, 2021
The three-dimensional (3D) virtual reality content is widely used for educational and training purposes, and there has been interest in how virtual reality environments influence users' learning effect. Analyzing survey data collected from a game play, this study examined how presence in a 3D virtual reality car driving simulation game impacts…
Descriptors: Transfer of Training, Intention, Computer Simulation, Computer Games
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Magana, Alejandra J.; Hwang, Jisoo; Feng, Shi; Rebello, Sanjay; Zu, Tianlong; Kao, Dominic – Journal of Computer Assisted Learning, 2022
Background: Previous work has identified that the benefits of learning with videogames and learning from simulations. However, recent meta-analytic work has also identified that little research directly compares learning with videogames and learning with simulations. Objectives: This study examines two learning technologies and their corresponding…
Descriptors: Computer Simulation, Computer Games, Video Games, Inquiry
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Su, Fan; Zou, Di; Xie, Haoran; Wang, Fu Lee – SAGE Open, 2021
Recent studies have increasingly investigated the effectiveness of both mobile and non-mobile digital game-based language learning. To gain an in-depth understanding of the differences in the effectiveness of mobile and non-mobile games, we compared studies from January 2000 to August 2020 investigating mobile game-based language learning (MGBLL)…
Descriptors: Handheld Devices, Computer Games, Game Based Learning, Second Language Learning
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An, Yunjo – Educational Process: International Journal, 2021
Background/purpose: This study examined how team-based gamified learning influenced students' attitudes towards the gamification of learning, online collaboration, and competition. Furthermore, the study explored what factors contributed to the students' positive or negative experiences with gamified learning. Materials/methods: Game elements used…
Descriptors: Teamwork, Game Based Learning, Student Attitudes, Cooperation
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Hou, Huei-Tse; Keng, Su-Han – Journal of Educational Computing Research, 2021
The design and application of educational board games have been emphasized in game-based learning. The integration of educational board games and augmented reality (AR) can help provide extensive cognitive-scaffolding for learners. This study proposed a dual-scaffolding framework that integrated peer-scaffolding and cognitive-scaffolding for an AR…
Descriptors: Scaffolding (Teaching Technique), Peer Relationship, Computer Simulation, Educational Games