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Showing all 13 results Save | Export
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Chen, Chih-Ming; Chen, Pei-Chun – British Journal of Educational Technology, 2023
Online discussion is one of the frequently used learning activities in an e-learning process. Learners can exchange opinions and thoughts with their peers through online discussion, stimulate their different viewpoints on the discussion topics, and enhance the learning effectiveness of e-learning. However, most learners mainly take an effort on…
Descriptors: Game Based Learning, Computer Mediated Communication, Comparative Analysis, Foreign Countries
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Vasiliki Brinia; Aris Plios; Paraskevi Psoni – International Journal of Learning and Change, 2024
Playfulness as a learning technique is applied into the present research in a group of adult learners. Initially, a game scenario was designed and implemented for the subject of microeconomics. Following a qualitative research methodology, through observation and interviews with ten participants before and after the playful activity, the results…
Descriptors: Play, Game Based Learning, Microeconomics, Learning Activities
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Joshua Wedlock; Nick Wilson – TESOL in Context, 2024
Considering the need for pedagogically effective learning activities and materials to support language learning, particularly within teacher-led instruction, it is curious that at present there is no overarching, research-based framework available to educators to draw from when designing and implementing such activities and materials. To address…
Descriptors: Neurosciences, Educational Psychology, Second Language Learning, Learning Activities
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Katerina Rusevska; Lambe Barandovski; Vladimir M. Petruševski; Aleksandra Naumoska; Slavica Tofilovska; Marina Stojanovska – Center for Educational Policy Studies Journal, 2024
A game-based approach is widely used to increase students' motivation through their active participation, whereby research is interwoven with fun and competition is incorporated with cooperation. Working in teams or groups encourages students to exchange their opinions, to try to find solutions together or to win a game. In this way, they learn…
Descriptors: Foreign Countries, Elementary School Students, Secondary School Students, Game Based Learning
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Ai-Chu Elisha Ding; Kuo-Ting Tim Huang; Jessica DuBois; Huali Fu – Educational Technology Research and Development, 2024
Secondary science students still struggle to master scientific concepts and apply content-based knowledge. The instructional design behind the incorporation of innovative technology and the use of game-based learning (GBL) could be a key to increasing student acquisition of science knowledge. Using a mixed methods design, this study examined the…
Descriptors: Game Based Learning, Computer Simulation, Scaffolding (Teaching Technique), Student Motivation
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Yu-Ju Lan; Mei-Feng Shih; Yu-Ting Hsiao – Educational Technology & Society, 2024
This study aimed to create a game as scaffolding in 3D virtual worlds to enhance linguistic communication skills (LCS) in children with attention deficit hyperactivity disorder (ADHD). Two ADHD children participated in the 17-week study. In 8 of the 17 weeks of the study, they logged in 3D virtual worlds to learn LCS through play twice a week, one…
Descriptors: Computer Games, Language Skills, Communication Skills, Attention Deficit Hyperactivity Disorder
Bovermann, Klaudia; Bastiaens, Theo J. – Research and Practice in Technology Enhanced Learning, 2020
Motivation is a crucial factor for students' learning behavior and plays a key role in the concept of gamification to foster students' motivation through specific gamification mechanics and elements. User types for gamification and associated gamification mechanics can classify students' interests and learning preferences and provide explanations…
Descriptors: Student Motivation, Game Based Learning, Educational Games, Teaching Methods
Karatas, Erinç – Online Submission, 2018
This is an action research study which attempts to solve some issues using gamification in learning environments. This study focuses on motivations of prospective teachers regarding courses rather the course content itself. During 2012-2013 academic year, gamification in education was practiced in the elective course "Innovative…
Descriptors: Game Based Learning, Learning Activities, Student Motivation, Student Satisfaction
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Hayse, Mark – Teaching Theology & Religion, 2018
In the undergraduate classroom, tabletop games can aid both teaching and learning -- especially when accompanied by debriefing exercises following gameplay. In particular, tabletop games enable undergraduate learners to practice the 21st century skills of collaboration, communication, and critical thinking. This qualitative study examines three…
Descriptors: Teaching Methods, Undergraduate Students, Learning Activities, Theological Education
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Petrovic-Dzerdz, Maristela – International Review of Research in Open and Distributed Learning, 2019
Recent findings have provided strong evidence that retrieval-based learning is an effective strategy for enhancing knowledge retention and long-term meaningful learning, but it is not a preferred learning strategy for the majority of students. The present research analyzes the application of learning gamification principles in online, open-book,…
Descriptors: Retention (Psychology), Learning Strategies, Game Based Learning, Multiple Choice Tests
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Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2019
For the forty-second time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Las Vegas, Nevada. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains 37 papers dealing…
Descriptors: Educational Technology, Technology Uses in Education, Research and Development, Elementary Education
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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
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Lynch, Collin F., Ed.; Merceron, Agathe, Ed.; Desmarais, Michel, Ed.; Nkambou, Roger, Ed. – International Educational Data Mining Society, 2019
The 12th iteration of the International Conference on Educational Data Mining (EDM 2019) is organized under the auspices of the International Educational Data Mining Society in Montreal, Canada. The theme of this year's conference is EDM in Open-Ended Domains. As EDM has matured it has increasingly been applied to open-ended and ill-defined tasks…
Descriptors: Data Collection, Data Analysis, Information Retrieval, Content Analysis