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Showing 1 to 15 of 31 results Save | Export
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Koppitsch, Steven E.; Meyer, Jeffrey – Marketing Education Review, 2022
Instructor use of online gamification techniques using platforms such as Kahoot has been increasing in recent years. Prior research has found that the use of gamification can increase student engagement in a class and improve student performance on exams compared to traditional lectures and flipped classes. This paper examines the specific effect…
Descriptors: Learning Processes, Learner Engagement, Educational Games, Tests
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Maria Antonina Obojska; Potheini Vaiouli – International Journal of Multilingualism, 2025
Recent research shows that transnational families draw on digital media in their language learning. However, little systematic knowledge exists on the nature of these practices, the tools used, and the families' views regarding digital media use for language learning. This article addresses this knowledge gap, presenting the results of an online…
Descriptors: Family Relationship, Multilingualism, Language Usage, Information Technology
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Rivera-Ortega, Uriel – Physics Education, 2021
A Science, Technology, Engineering and Mathematics (STEM) tool is proposed in this manuscript; which consists of an interactive, simple and low-cost computer based simulation and game, with the aim of easing the teaching/learning process regarding the physics concept of projectile motion. The novelty of this proposal relies on the use of a…
Descriptors: Physics, Science Instruction, Computer Software, Graduate Students
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Vargas-Macías, Zulma Liliana; Rodríguez-Hernandez, Ariel Adolfo; Sánchez-Sáenz, Claudia Liliana – GIST Education and Learning Research Journal, 2020
This article is the result of the SGI 2174 project. Its objective is to identify how elements, techniques and mechanics game (gamification) have been implemented, as an ICT-mediated learning strategy for learning and training in the education. A systemic literary review of works on the subject is carried out to contextualize and identify methods,…
Descriptors: Computer Games, Teaching Methods, Learning Strategies, Game Based Learning
Grace Hui Chin Lin – Online Submission, 2024
This research was conducted in a National University of western part in Taiwan. It guided students to select language learning games of language learning (Amur et al. (2024; Huang & Liaw, 2021; Srinivasan & Reddy 2023) on Facebook or other websites to improve English Language proficiencies in listening, speaking reading and writing. Below…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Artificial Intelligence
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Hu, Dongpin; Yuan, Bei; Luo, Jiutong; Wang, Minhong – Knowledge Management & E-Learning, 2021
The rapid development of information and communication technology (ICT) has been increasingly changing the ways of teaching and learning and teacher development. While the literature shows a proliferation of studies exploring various issues of applying ICT in teacher development and teaching practice, there is a lack of overview of the literature…
Descriptors: Teaching Methods, Faculty Development, Learning Processes, Journal Articles
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Munuyand, Thulasirani A/P; Husain, Salina; Abdul Jabar, Mohd Azidan; Jusoh, Zuraini – Asian Journal of University Education, 2021
For teaching and learning Malay language grammar, there are many types of online assessment tools and applications have been developed in Malaysia. One such application is Quizizz, a game-based online quiz that facilitates teaching and learning. The purpose of this research is to measure the effectiveness of Quizizz application to teach and learn…
Descriptors: Language Tests, Indonesian Languages, Grammar, Teaching Methods
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Litster, Kristy; Moyer-Packenham, Patricia S. – Journal of Computers in Mathematics and Science Teaching, 2020
Digital math apps on touch-screen devices have become popular as effective tools to support mathematics learning. Many apps incorporate gaming elements such as points, stars, coins, or storylines to increase student interest and motivation. However, there is limited research regarding the balance of gaming and mathematics elements and how it…
Descriptors: Mathematics Instruction, Computer Games, Computer Software, Student Motivation
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Li, Rui; Meng, Zhaokun; Tian, Mi; Zhang, Zhiyi; Xiao, Wei – Computer Assisted Language Learning, 2021
Although digital game-based vocabulary learning (DGBVL) has attracted considerable attention, factors attributing to the facilitative effects of DGBVL have not yet been satisfactorily understood. To this end, under the theoretical framework of flow theory, this study investigates the effects of flow experiences on Chinese…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Feedback (Response)
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Persico, Donatella; Passarelli, Marcello; Pozzi, Francesca; Earp, Jeffrey; Dagnino, Francesca Maria; Manganello, Flavio – British Journal of Educational Technology, 2019
This paper explores the relationship between digital games and learning along the continuum from formal to informal learning. Games are an increasingly important component of our learning ecologies but their potential can prove difficult to fully harness due to the downsides of gaming in informal contexts and to the limitations games can present…
Descriptors: Computer Games, Risk, Learning Processes, Correlation
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Gumonan, Kenn Migan Vincent C.; Fabregas, Aleta C. – Online Submission, 2021
Purpose: The study aims to develop an application that will serve as an alternative learning tool for learning Asian Studies. The delivery of lessons into a virtual reality game depends on the pace of students. The developed application comprises several more features that enable users to get valuable information from an immersive environment.…
Descriptors: Asian Studies, Teaching Methods, Computer Simulation, Computer Games
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Thekes, Istvan – International Journal of Technology in Education, 2021
Examining the relationship between technology and the success of language acquisition and the integration of technology into language instruction has been around of a long time by now. The development of technology can essentially change how languages are taught. Nevertheless, it is only in the last few years that the road has opened up for new…
Descriptors: Second Language Learning, Second Language Instruction, Computer Assisted Instruction, Computer Software
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Yürük, Nurcihan – Journal of Educational Technology and Online Learning, 2019
Games or gamified activities blended with traditional ways of teaching can be implemented as a useful strategy in foreign language classrooms. Gamification as a novel pedagogical approach offers opportunities in accordance with game elements and techniques that can be applied in nongame context like classroom. This study is about an online free…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Student Attitudes
Jamie J. Jirout; Sierra Eisen; Zoe S. Robertson; Tanya M. Evans – Grantee Submission, 2022
Play is a powerful influence on children's learning and parents can provide opportunities to learn specific content by scaffolding children's play. Parent-child synchrony (i.e., harmony, reciprocity and responsiveness in interactions) is a component of parent-child interactions that is not well characterized in studies of play. We tested whether…
Descriptors: Play, Mothers, Parent Child Relationship, Executive Function
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Lee, Sangmin-Michelle; Park, Moonyoung – Computer Assisted Language Learning, 2020
In many English as a foreign language (EFL) contexts, learning is often limited to decontextualized classroom learning, and students suffer from lack of interaction and authentic opportunities for language learning. One of the recent emerging technologies, context-aware augmented reality (AR) technology can mitigate this problem for EFL…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Computer Software
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