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Amukune, Stephen; Barrett, Karen Caplovitz; Szabó, Norbert; Józsa, Krisztián – International Journal of Early Childhood, 2023
Performance-based tools to assess school readiness domains such as Approaches to Learning are lacking in Low and Middle-Income Countries such as Kenya. This study aims to develop the Kenyan version of the FOCUS app (Finding Out Children's Unique Strengths), a game-like computer tablet assessment of two Approaches to Learning domains: mastery…
Descriptors: Foreign Countries, Educational Games, Handheld Devices, Mastery Learning
Wommer, Fernanda Gabriela Bitencourt; Sepel, Lenira Maria Nunes; Loreto, Elgion Lucio Silva – Research in Science & Technological Education, 2023
Background: Gamification is the use of game design elements, such as rules of play, point scoring and competition, in a non-game context, in learning activities. We designed a game, based on the famous augmented reality game "Pokémon GO," called Insects GO in which players should capture images of real insects with their mobile phones.…
Descriptors: Gamification, Entomology, Middle School Students, Student Attitudes
Gamlo, Nada – English Language Teaching, 2019
This study examines the effect of integrating mobile-game based language learning applications (MGBLLAs) on Saudi female English as a Foreign Language (EFL) students' motivation to learn English. It explores the perceptions of students regarding the pedagogical value of the following free MGBLLAs: "Game books": "Great Reader,"…
Descriptors: English (Second Language), Second Language Instruction, Student Motivation, Females
Ward, Monica – Research-publishing.net, 2019
Intelligent Computer-Assisted Language Learning (ICALL) involves using tools and techniques from computational linguistics and Natural Language Processing (NLP) in the language learning process. It is an inherently complex endeavour and is multi-, inter-, and trans-disciplinary in nature. Often these tools and techniques are designed for tasks and…
Descriptors: Educational Technology, Technology Uses in Education, Computer Assisted Instruction, Second Language Instruction
Camilleri, Mark Anthony; Camilleri, Adriana Caterina – Interactive Technology and Smart Education, 2019
Purpose: A relevant literature review suggests that today's children are increasingly immersing themselves in ubiquitous technologies, including interactive media and digital games. Therefore, this paper aims to investigate the primary school students' intrinsic and extrinsic motivations toward learning via gameplay through their mobile devices,…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Elementary School Students
Setiana, Henry; Hansun, Seng – International Journal of Evaluation and Research in Education, 2017
Student is often lazy when it comes to studying, and how to motivate student was one of the problem in the educational world. To overcome the matters, we will implement the gamification method into an Academic Information System. Academic Information System is a software used for providing information and arranging administration which connected…
Descriptors: Study Habits, Student Motivation, Educational Games, Handheld Devices
Reynolds, Barry Lee – Language Learning Journal, 2017
This article reports on an investigation of the suitability of mobile vocabulary games for inducing a state of incidental vocabulary acquisition. Draw Something, a social digital drawing game in which players draw and guess words, was selected as a focus for this investigation. Results from an exploratory factor analysis of the questionnaire data…
Descriptors: Educational Games, Vocabulary Development, Educational Technology, Technology Uses in Education
Kickmeier-Rust, Michael D.; Hillemann, Eva-C.; Albert, Dietrich – International Journal of Game-Based Learning, 2014
Gamification is a recent trend in the field of game-based learning that accounts for development effort, costs, and effectiveness concerns of games. Another trend in educational technology is learning analytics and formative feedback. In the context of a European project the developed a light weight tool for learning and practicing divisions named…
Descriptors: Mathematics Instruction, Elementary School Mathematics, Educational Games, Teaching Methods
Lopez-Morteo, Gabriel; Lopez, Gilberto – Computers and Education, 2007
In this paper, we introduce an electronic collaborative learning environment based on Interactive Instructors of Recreational Mathematics (IIRM), establishing an alternative approach for motivating students towards mathematics. The IIRM are educational software components, specializing in mathematical concepts, presented through recreational…
Descriptors: Mathematics Instruction, Educational Environment, Cooperative Learning, Student Motivation
Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education
Potts, Michael – Creative Computing, 1980
The need for a strong package of computer software in a computer science-oriented program is discussed. Ways of accumulating software and selective reviews of available computer assisted instruction (CAI) programs are also presented. (MP)
Descriptors: Computer Assisted Instruction, Computer Oriented Programs, Computer Programs, Computer Science