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Dikkartin Övez, Filiz Tuba; Acar, Irem Gizem – Journal of Educational Technology and Online Learning, 2022
The aim of study to investigate the effects of block-based game development activities carried out on the goal-based scenario approach on the geometry achievement and computational thinking skills of seventh-grade students and to reveal their opinions regarding the process. The study used a one-group pretest-posttest experimental model an…
Descriptors: Programming, Educational Games, Geometry, Thinking Skills
Ruofei Zhang; Di Zou; Gary Cheng – Interactive Learning Environments, 2024
The chatbot has been increasingly applied and investigated in education, along with many review studies from different aspects. However, few reviews have been conducted on chatbot-assisted learning from the pedagogical and implementational aspects, which may provide implications for future application and investigation of educational chatbots. To…
Descriptors: Artificial Intelligence, Synchronous Communication, Computer Software, Teaching Methods
Demir, Ümit – ECNU Review of Education, 2022
Purpose: This study aims to research the impact of the e-learning environment, in which game-based education software was used, on the learning of students with intellectual disabilities. Design/Approach/Methods: The study group consisted of 34 students with intellectual disabilities studying at a special education vocational school in C¸…
Descriptors: Students with Disabilities, Geometric Concepts, Educational Games, Game Based Learning
Budasi, I. Gede; Ratminingsih, Ni Made; Agustini, Ketut; Risadi, Md. Yudyantara – International Journal of Instruction, 2020
The purpose of this study was to investigate whether there was a significant effect of Power Point game on young learners' learning motivation and English achievement involving learners' perception of it. Based on the characteristics of quantitative research methods, the post-test only control group quasi-experimental design was used to test the…
Descriptors: Computer Software, Student Motivation, Academic Achievement, Student Attitudes
Gutica, Mirela; Petrina, Stephen – International Journal of Game-Based Learning, 2021
Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an…
Descriptors: Educational Games, Mathematics Instruction, Student Attitudes, Grade 6
Wendt, Staci; Rice, John; Nakamoto, Jonathan – WestEd, 2019
Spatial-Temporal Math (ST Math) is game-based, instructional software for K-12 students created by the MIND Research Institute (MIND). ST Math is integrated into classroom instruction, but can also be used in a computer lab or at home. The ST Math software games begin without language and symbol abstractions by posing math programs as purely…
Descriptors: Educational Games, Mathematics Education, Mathematics Instruction, Computer Software
Vizcaíno, Aurora; García, Félix; de Guzmán, Ignacio García Rodriguez; Moraga, M. Ángeles – ACM Transactions on Computing Education, 2019
Global Software Development (GSD) is currently a strong industry trend. This means that if computer science engineers are to be trained to deal with this model, it is very important to include the topic in software engineering courses, attempting to ensure that students learn about GSD and become familiar with its advantages and challenges.…
Descriptors: Educational Games, Global Approach, Computer Software, Computer Science Education
Mohd Yusof, Anuar; Daniel, Esther Gnanamalar Sarojini; Low, Wah Yun; Ab. Aziz, Kamarulzaman – International Journal of Inclusive Education, 2014
Study of Malaysian adoption of mobile learning (m-learning) is still in the early stages. However, there are numerous researchers in the country exploring the potential and application of m-learning in the Malaysian education system, including special education. A key question is whether teachers are prepared to incorporate mobile technology as…
Descriptors: Foreign Countries, Telecommunications, Educational Technology, Technology Uses in Education
Lu, Jie; Meng, Sue; Tam, Vincent – Educational Media International, 2014
This paper describes a project, including the design, development, and use of a mobile application (referred to as application hereafter) for learning Chinese as a second language in a bilingual primary school. The application was designed for iPod Touch Apple technology with the purpose to facilitate learning of a fundamental set of 200 Chinese…
Descriptors: Teaching Methods, Educational Technology, Telecommunications, Elementary School Students
Sadeghi, Karim; Dousti, Masoumeh – English Language Teaching, 2013
In the twenty-first century, integration of technology into education is a force worthy of contemplation. Among all the possible technological tools that can be integrated into EFL classes, computers seem to have achieved a more dominant position. One of the outstanding features of computers is their potential to present educational games and to…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Technology Integration
Villalta, M.; Gajardo, I.; Nussbaum, M.; Andreu, J. J.; Echeverria, A.; Plass, J. L. – Computers & Education, 2011
In a Classroom Multiplayer Presential Game (CMPG) peers interact collaboratively with the virtual world and amongst themselves in a shared space. The design of this kind of game, however, is a complex process that must consider instruction strategies, methodology, usability and ludic aspects. This article's aim is to develop and systematize…
Descriptors: Design Requirements, Guidelines, Instructional Effectiveness, Educational Technology
Wouters, Pieter; van der Spek, Erik D.; van Oostendorp, Herre – Educational Technology Research and Development, 2011
The effectiveness of serious games is often measured with verbal assessment. As an alternative we propose Pathfinder structural assessment (defined as measuring the learners' knowledge organization and compare this with a referent structure) which comprises three steps: knowledge elicitation, knowledge representation and knowledge evaluation. We…
Descriptors: Knowledge Representation, Evaluation Methods, Measurement Techniques, Guidelines
Su,Chung-Ho; Cheng, Ching-Hsue – Turkish Online Journal of Educational Technology - TOJET, 2013
The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A…
Descriptors: Educational Games, Computer Software, Computer Uses in Education, Educational Technology
Griva, Eleni; Semoglou, Klio – English Language Teaching, 2012
This paper outlines the rationale for and the purpose of designing and implementing a project aiming to make very young EFL learners develop their language skills through their involvement in interactive psychomotor activities. The project, which is a part of a broader longitudinal project having introduced EFL in the first primary school grade,…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Second Language Learning
Chen, Hsiang-Ping; Lien, Chi-Jui; Annetta, Len; Lu, Yu-Ling – Educational Technology & Society, 2010
This study develops an educational computer game, FORmosaHope (FH), to explore the influences that an educational computer game might have on children's cultural identities. FH is a role-playing game, in which children can actively explore a mini-world to learn about science, technology, and society. One hundred and thirty sixth-graders, about…
Descriptors: Experimental Groups, Control Groups, Quasiexperimental Design, Educational Games