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Showing 1 to 15 of 23 results Save | Export
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Chioma Udeozor; Fernando Russo Abegão; Jarka Glassey – British Journal of Educational Technology, 2024
Digital games (DGs) have the potential to immerse learners in simulated real-world environments that foster contextualised and active learning experiences. These also offer opportunities for performance assessments by providing an environment for students to carry out tasks requiring the application of knowledge and skills learned in the…
Descriptors: Educational Technology, Computer Assisted Testing, Game Based Learning, Test Construction
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Hayoung Jeon; Yumi Jun; Teemu H. Laine; Eunha Kim – Education and Information Technologies, 2024
Empathy is an essential human skill that can be divided into two types: (1) cognitive empathy, which is the capacity of understanding others' thoughts and emotions; and (2) affective empathy, which is the capacity to feel others' emotional states. Many educational contents exist for both types, and immersive virtual reality (VR) has been shown to…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Computer Games
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Weisberg, Lauren; Dawson, Kara; Dana, Nancy Fichtman – Journal of Digital Learning in Teacher Education, 2022
Educators have recently begun using digital breakout games as an instructional strategy in K-12 and higher ed curricula. However, research has thus far explored outcomes associated with playing these games, rather than designing them. This study investigates what happened when 23 preservice teachers in a technology integration course designed…
Descriptors: Educational Technology, Preservice Teachers, Secondary Education, Educational Games
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Betül Tonbuloglu – Education and Information Technologies, 2024
The purpose of this research is to evaluate the potential of use for computer science course designs (CSCD) created by game-based learning method. Qualitative case study was used as the research design. CSCDs created for Minecraft Education Edition (MinecraftEdu) were examined in the context of various criteria by document analysis method, and…
Descriptors: Game Based Learning, Computer Science Education, Video Games, Computer Assisted Design
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Meng-Tzu Cheng; Wen-Chi Chou; Mei-En Hsu; Fu-Chung Cheng – Journal of Biological Education, 2024
There have been growing calls for inquiry, a practice-oriented way of engaging students in authentic scientific work, yet research has shown some challenges that might impede inquiry practices in educational settings. In this study, we proposed an approach that blends educational gaming with physical experiments. We developed an educational game,…
Descriptors: High School Students, Inquiry, Science Instruction, Game Based Learning
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Sofia Hodedatov; Orit Avidov-Ungar; Merav Hayak – Education and Information Technologies, 2024
The goal of the current study was to examine the perceptions of elementary school principals regarding the value of integrating digital games in teaching and learning and the steps they take to promote this initiative. The study was conducted using a qualitative-narrative methodology to analyze data retrieved through semi-structured in-depth…
Descriptors: Game Based Learning, Elementary School Students, Principals, Administrator Attitudes
Vipin Verma – ProQuest LLC, 2021
Serious or educational games have been a subject of research for a long time. They usually have game mechanics, game content, and content assessment all tied together to make a specialized game intended to impart learning of the associated content to its players. While this approach is good for developing games for teaching highly specific topics,…
Descriptors: Educational Games, Game Based Learning, Instructional Design, Program Content
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Udeozor, Chioma; Russo Abegão, Fernando; Glassey, Jarka – Journal of Educational Computing Research, 2022
The growing interest in the use of digital games for education resulted in the expansion of the field of game-based learning. There have been several research on the perceptions and attitudes of students towards the use of games for learning. These studies have tried to understand what students make of the use of digital games for learning, as it…
Descriptors: Game Based Learning, Computer Games, Engineering Education, Student Attitudes
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Khodabandeh, Farzaneh – Education and Information Technologies, 2023
The application of augmented reality games (ARG) as an emerging innovative technology has become a significant component of instructional learning contexts in recent years. ARG-based education as a form of student-centered learning situates students in a learning environment that integrates virtual elements with physical environments through…
Descriptors: Computer Simulation, Game Based Learning, Educational Technology, Technology Uses in Education
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Wang, Lih-Ching Chen; Lam, Eddie T. C.; Hu, Zhenzhen – International Journal of Technology in Teaching and Learning, 2021
Though it is not easy for Western learners to master, the Chinese language has gain its popularity in the United States in recent years. Modern digital instructional technologies can address some of the issues in learning difficulties of the language. This study examined the effects of Quizlet-based learning activities on the attitudes, beliefs,…
Descriptors: Educational Technology, Electronic Learning, Learning Activities, High School Students
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Wen Jia; Liping Zhang; Austin Pack; Yi Guan; Bin Zou – Language Learning & Technology, 2024
Although digital game-based vocabulary learning (DGBVL) has received increasing attention in the past two decades, the impacts of DGBVL on the depth of word knowledge are still not well understood, especially in regard to productive vocabulary learning and DGBVL's long-term efficacy. This study leverages a quasiexperimental research design to…
Descriptors: Game Based Learning, Video Games, Vocabulary Development, Receptive Language
Pinder, Patrice Juliet – Online Submission, 2021
Although game based learning has been widely utilized by the military, education, marketing, and advertising sectors, its effectiveness as a learning strategy or training tool is still unclear (Ariffin, Oxley, & Suliman, 2014). The present study addresses this gap and examines the effectiveness of using game based learning in primary school…
Descriptors: Foreign Countries, Teacher Attitudes, Game Based Learning, Elementary School Teachers
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Ibrahim Yasar Kazu; Murat Kuvvetli – Asian Journal of Education and Training, 2024
The purpose of this research is to evaluate the effectiveness of Duolingo's game-based methodology in improving speaking proficiency within mobile language learning, while also examining the specific attributes and strategies contributing to its success and exploring implications for language education and learner optimization. Given the growing…
Descriptors: Handheld Devices, Second Language Learning, Computer Oriented Programs, Language Fluency
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Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
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Christopoulos, Athanasios; Sprangers, Pieter – Cogent Education, 2021
This study analyzes the integration of an educational technology platform and relates the difficulties faced amidst the Covid-19 pandemic. Initially, we sought to identify the chief barriers educators face when considering the adoption of Information and Communication Technology (ICT). Factors influencing primary and secondary education teachers'…
Descriptors: Educational Technology, Technology Integration, Information Technology, COVID-19
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