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Zheng, Dongping; Bischoff, Michael; Gilliland, Betsy – Educational Technology Research and Development, 2015
Drawing on ecological and dialogical perspectives on language and cognition, this exploratory case study examines how vocabulary learning occurs during a quest-play mediated in English between a Japanese undergraduate student and a native speaker of English. Understanding embodiment as coaction between the player-avatar and player-player relations…
Descriptors: Vocabulary Development, Computer Games, Context Effect, Undergraduate Students
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Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Chun – Educational Technology Research and Development, 2015
Individual gameplay interest is affected by numerous factors and a competition setting is also of importance as there are factors that need to be managed. To understand the motivational variables related to an educational game competition, this study explored the interrelatedness between self-efficacy, competitive anxiety, and gameplay interest in…
Descriptors: Self Efficacy, Relevance (Education), Anxiety, Competition
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Amory, Alan – Educational Technology Research and Development, 2007
Complex computer and video games may provide a vehicle, based on appropriate theoretical concepts, to transform the educational landscape. Building on the original game object model (GOM) a new more detailed model is developed to support concepts that educational computer games should: be relevant, explorative, emotive, engaging, and include…
Descriptors: Video Games, Educational Games, Game Theory, Design Requirements