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Hao-Chiang Koong Lin; Chun-Hsiung Tseng; Nian-Shing Chen – Educational Technology & Society, 2025
In recent years, learning programming has been a challenge for both learners and educators. How to enhance student engagement and learning outcomes has been a significant concern for researchers. This study examines the effects of AI-based pedagogical agents on students' learning experiences in programming courses, focusing on web game development…
Descriptors: Programming, Learner Engagement, Self Efficacy, Artificial Intelligence
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Ruofei Zhang; Gary Cheng; Di Zou – Language Learning & Technology, 2025
Digital game-based vocabulary learning (DGBVL) integrates key game elements such as Challenges, Rewards, Human-Computer Interactions (HCI), Multimedia, and Fantasy. Although the overall effectiveness of digital games in enhancing English-as-a-foreign-language (EFL) vocabulary knowledge development is well-established, the specific roles of…
Descriptors: Vocabulary Development, Computer Games, English (Second Language), Learner Engagement
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Luo, Zhanni – Education and Information Technologies, 2022
Gamification refers to the use of game-design elements or mechanisms in non-game contexts to promote the expected behaviours. Though theoretically promising, empirical studies reported mixed results as to the effectiveness of gamification in educational practices. To understand this issue better, this author selected 44 articles on the topic of…
Descriptors: Game Based Learning, Program Effectiveness, Educational Games, Computer Games
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Tsay, Crystal Han-Huei; Kofinas, Alexander K.; Trivedi, Smita K.; Yang, Yang – Journal of Computer Assisted Learning, 2020
Learners in the higher education context who engage with computer-based gamified learning systems often experience the novelty effect: a pattern of high activity during the gamified system's introduction followed by a drop in activity a few weeks later, once its novelty has worn off. We applied a two-tiered motivational, online gamified learning…
Descriptors: Higher Education, College Students, Computer Games, Game Based Learning
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Koh, Caroline – International Journal of Disability, Development and Education, 2022
This paper provides a qualitative meta-analysis of the literature on the use of serious games to assist learners with intellectual and developmental disabilities. It aims to identify the research trends and the possible directions for future research. The study begins with a preliminary online search and selection of a sample of articles to…
Descriptors: Educational Games, Students with Disabilities, Intellectual Disability, Learner Engagement
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Olipas, Cris Norman P.; Leona, Rodibelle F. – Online Submission, 2020
This study aimed at evaluating the extent of the engagement to social networking sites, the impact of playing mobile games and the degree of learning experiences among the first year Bachelor of Science in Information Technology (BSIT) students in a State University in Central Luzon, Philippines to provide a basis for designing intervention…
Descriptors: Foreign Countries, Learner Engagement, Telecommunications, Handheld Devices
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Hunter, Jane; Fitzgerald, Terry – Journal of Computers in Mathematics and Science Teaching, 2021
In a study on digital game-based learning in five high-poverty elementary schools in the Philippines, the teachers' professional development experiences were investigated. Research conducted for the study was part of a university-industry partnership with the developer of a new platform designed to give teachers and students experience of…
Descriptors: Professional Development, Elementary School Teachers, Poverty, Disadvantaged Schools
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Lynne, Shauna; Radley, Keith C.; Dart, Evan H.; Tingstrom, Daniel H.; Barry, Christopher T.; Lum, John D. K. – Psychology in the Schools, 2017
The purpose of this study was to investigate the effectiveness of a variation of the Good Behavior Game (GBG) in which teachers used ClassDojo to manage each team's progress. ClassDojo is a computer-based program that enables teachers to award students with points for demonstrating target behaviors. Dependent variables included class-wide…
Descriptors: Educational Games, Student Behavior, Program Effectiveness, Computer Games
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Rowan, Leonie – Learning, Media and Technology, 2017
This paper explores teachers' beliefs about the ways in which the use of digital games in schooling contexts impacted upon students who they believed to be in some way at risk of educational or social alienation or failure. Drawing upon the theoretical resources provided by Gilles Deleuze and Felix Guattari, the paper explores opportunities…
Descriptors: Teacher Attitudes, At Risk Students, Academic Achievement, Interpersonal Relationship