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Showing 91 to 105 of 244 results Save | Export
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Jeon, Min-Jae; Jeon, Hye-Seon; Yi, Chung-Hwi; Kwon, Oh-Yun; You, Sung-Hyun; Park, Joo-Hee – Research Quarterly for Exercise and Sport, 2021
Purpose: To compare the effectiveness of blocked and random practice schedules of balance training in dynamic balance abilities of older adults using Wii Fit balance game tasks. Method: Forty-one participants who were not receiving hospice care or living in a nursing home participated. Three Wii Fit balance tasks (tasks A, B, and C) were selected…
Descriptors: Video Games, Psychomotor Skills, Older Adults, Program Effectiveness
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Serhat Güzel; Cevdet Yilmaz – JALT CALL Journal, 2025
Gamification has been studied in the context of English as a foreign language (EFL) teaching as an intriguing approach, and its impact on language skills and motivational states of learners has been an area of interest; however, further experimental and qualitative accounts on the matter are still required. Additionally, the construct of 'self' as…
Descriptors: Gamification, English (Second Language), Second Language Instruction, Program Effectiveness
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Nesterowicz, Krzysztof; Bayramova, Ulkar; Fereshtehnejad, Seyed-Mohammad; Scarlat, Ana; Ash, Anthony; Augustyn, Anna Maria; Szádeczky, Tamás – International Journal of Information and Communication Technology Education, 2022
Massive open online courses (MOOCs) aim at unlimited participation and open access via the web. There are concerns about the actual value of such courses. This is predominantly due to higher dropout rates. According to studies, only 7-13% go on to complete these courses. The high dropout rate in MOOCs is a challenge for education providers. This…
Descriptors: Game Based Learning, Online Courses, Dropout Rate, Dropout Prevention
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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
Jensen Chotto – ProQuest LLC, 2024
The Good Behavior Game (GBG) is an effective procedure for reducing disruptive classroom behavior. In this study, students in 3 fifth grade classes selected the rules of the GBG and then experienced the GBG with different forms of feedback delivery for rule violations (vocal and visual, vocal only, visual only, no feedback) on disruptive classroom…
Descriptors: Feedback (Response), Student Behavior, Game Based Learning, Behavior Modification
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Pan, Yanjun; Ke, Fengfeng – Educational Technology Research and Development, 2023
Adopting a pretest-posttest experimental design with repeated measures, this study examined the effects of three types of game-based learning supports in the form of modeling on knowledge development that contributed to successful math problem solving and students' perceived game flow. Forty-one sixth-grade students participated in the study and…
Descriptors: Game Based Learning, Educational Games, Grade 6, Mathematics Instruction
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José Alexis Alonso-Sánchez; Juan L. Núñez Alonso; Elisa Santana-Monagas – TechTrends: Linking Research and Practice to Improve Learning, 2025
Teachers are generally focused on optimizing the teaching-learning process and fostering high levels of student engagement, participation, and motivation. To address this challenge, this work presents a gamification experience implemented to teach content related to family involvement and educational programs in two courses--one at master's degree…
Descriptors: Gamification, Masters Programs, Undergraduate Study, College Students
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Shen Qiao; Samuel Kai Wah Chu; Susanna Siu-sze Yeung – Computer Assisted Language Learning, 2025
Morphological analysis is a form of problem solving to work out the meanings of unfamiliar words by applying knowledge of morphemes. It has emerged recently as an important predictor of reading comprehension. However, while gamification can potentially be used to teach this skill, few studies have examined its use. To address this, a…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, Second Language Instruction
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Ka-Yan Fung; Lik-Hang Lee; Pan Hui; Shenghui Song – IEEE Transactions on Learning Technologies, 2024
The COVID-19 pandemic has suspended physical classes and influenced students from underprivileged groups more seriously due to their poor living conditions and digital disadvantages. To understand the impact of the constrained learning, we conducted a study on game-based learning to examine the effectiveness of computer-aided and autonomous…
Descriptors: COVID-19, Pandemics, School Closing, Disadvantaged Youth
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Nantapit Pittayanantakul; Pilanut Phusawisot – Journal of Education and Learning, 2024
Speaking skills are considered one of the most crucial skills in learning English as they lay the foundation for effective communication and language acquisition. Proficiency in speaking enables young learners to express themselves, convey ideas, and communicate effectively. This quasi-experimental research aims to investigate the effect of board…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Language Proficiency
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Megan Conrad; David Shuster – Society for Research on Educational Effectiveness, 2024
Background: Performance with fractions has been a weak point in U.S. education for decades and has not improved in recent years (Siegler, 2017). High School math teachers frequently rate their students' knowledge of fractions as "poor" and see this lack of foundational knowledge as one of the top barriers to students mastering algebra…
Descriptors: Mathematics Achievement, Game Based Learning, Educational Technology, Fractions
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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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Akman, Emrah; Çakir, Recep – Interactive Learning Environments, 2023
Recently, virtual reality seems to be deevloping rapidly. However, it can be said that virtual reality is in the early days of adoption for education. Studies show that using virtual reality in education can positively affect students' learning experiences. In this study, the effect of an educational virtual reality game, named "Kesfet…
Descriptors: Educational Technology, Computer Simulation, Elementary School Students, Mathematics Achievement
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Shu-Fang Hsieh; Gwo-Jen Hwang – Journal of Computer Assisted Learning, 2025
Background: While both Content and Language Integrated Learning (CLIL) and Digital Game-Based Learning (DGBL) are widely recognised as effective methods to enhance bilingual education, their combination often leads to cognitive overload and fragmented learning experiences. In Taiwan's bilingual education context, where integrating English into…
Descriptors: Concept Mapping, Content and Language Integrated Learning, Computer Games, Educational Games
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Moon, Tyler; Abegaz, Tamirat; Payne, Bryson; Salimi, Abi – Journal of Cybersecurity Education, Research and Practice, 2020
Several research findings indicate that basic cyber hygiene can potentially deter the majority of cyber threats. One of the ways cybersecurity professionals can prepare users to ensure proper hygiene is to help them develop their ability to spot the difference between normal and abnormal behavior in a computer system. Malware disrupts the normal…
Descriptors: Information Security, Game Based Learning, Computer Security, Knowledge Level
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