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Orla Walsh; Conor Linehan; Christian Ryan – Autism: The International Journal of Research and Practice, 2025
There is increasing interest in the use of games to scaffold social skills training for autistic children and youth. However, there is no consensus on how to best approach their design, so that learning opportunities are maximised. This article presents a systematic scoping review of empirical studies that use games as social skills training for…
Descriptors: Autism Spectrum Disorders, Children, Adolescents, Late Adolescents
Bakan, Ufuk; Han, Turgay; Bakan, Ugur – Knowledge Management & E-Learning, 2022
Although previous studies have investigated the effect of digital games on learning foreign languages, no research has examined how effective they are on learners' perceptions regarding foreign language communicative competence development. The purpose of this study is to investigate how the use of a Massive Multiplayer Online Role-Playing Game…
Descriptors: Computer Games, English (Second Language), Second Language Learning, Second Language Instruction
Squire, Nikki Marie – ProQuest LLC, 2018
Using active learning strategies, such as games, can make a positive impact on how students learn, how they process and retain information, and how they interact with digital media. This quantitative comparative research study examined differences among online freshman students' posttest information literacy (IL) summative scores comparing…
Descriptors: Comparative Analysis, Active Learning, Learning Strategies, Statistical Analysis
Hwang, Gwo-Jen; Wu, Po-Han; Chen, Chi-Chang; Tu, Nien-Ting – Interactive Learning Environments, 2016
Augmented reality (AR) has been recognized as a potential technology to help students link what they are observing in the real world to their prior knowledge. One of the most challenging issues of AR-based learning is the provision of effective strategy to help students focus on what they need to observe in the field. In this study, a competitive…
Descriptors: Foreign Countries, Simulated Environment, Educational Technology, Computer Games
Lane, H. Chad; Hays, Matthew Jensen; Core, Mark G.; Auerbach, Daniel – Journal of Educational Psychology, 2013
In the context of practicing intercultural communication skills, we investigated the role of fidelity in a game-based, virtual learning environment as well as the role of feedback delivered by an intelligent tutoring system. In 2 experiments, we compared variations on the game interface, use of the tutoring system, and the form of the feedback.…
Descriptors: Feedback (Response), Fidelity, Intercultural Communication, Communication Skills
Schaaf, Ryan – Canadian Journal of Action Research, 2012
Digital Game-Based Learning (DGBL) activities were examined in comparison with effective, research-based learning strategies to observe any difference in student engagement and time-on task behavior. Experimental and control groups were randomly selected amongst the intermediate elementary school students ages 8 to 10 years old. Student…
Descriptors: Learner Engagement, Educational Strategies, Control Groups, Elementary School Students
Yang, Jie Chi; Chien, Kun Huang; Liu, Tzu Chien – Turkish Online Journal of Educational Technology - TOJET, 2012
Energy education has been conducted to equip learners with relevant energy conservation knowledge for many years. However, learners seldom put the knowledge into practice and even have few ideas about how to reduce energy consumption. To this end, there is a need to address this issue to improve the efficiency of energy education. One of the…
Descriptors: Foreign Countries, Learning Motivation, Learning Strategies, Energy Conservation

Delclos, Victor R.; Harrington, Christine – Journal of Educational Psychology, 1991
Nineteen fifth and 11 sixth graders given preliminary instruction about a computer-based problem-solving game received additional problem-solving training, problem-solving and self-monitoring training, or no further training. The beneficial impact of the monitoring training is discussed as evidence of the importance of the monitoring strategy in…
Descriptors: Comparative Analysis, Computer Assisted Instruction, Computer Games, Elementary School Students

Hollingsworth, Maurice; Woodward, John – Exceptional Children, 1993
Thirty-seven secondary students with learning disabilities were taught health facts and concepts, which they then applied to problem-solving exercises presented through computer simulation games. Students who were taught an explicit strategy for solving problems performed better on two transfer measures than students given supportive feedback and…
Descriptors: Computer Assisted Instruction, Computer Games, Educational Games, Feedback