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Giannakas, Filippos; Kambourakis, Georgios; Papasalouros, Andreas; Gritzalis, Stefanos – Educational Technology Research and Development, 2018
With the increasing popularity of smartphones and tablets, game-based learning (GBL) is undergoing a rapid shift to mobile platforms. This transformation is driven by mobility, wireless interfaces, and built-in sensors that these smart devices offer in order to enable blended and context-sensitive mobile learning (m-Learning) activities. Thus,…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
Xu, Zhihong; Chen, Zhuo; Eutsler, Lauren; Geng, Zihan; Kogut, Ashlynn – Educational Technology Research and Development, 2020
Learning with games has been increasing in practice, but studies of the features and learning outcomes involving digital games to develop language learning are scarce. This scoping review investigates the current practices of digital game-based language learning to support English language learning, in terms of participants' characteristics,…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Teaching Methods
Denham, André R. – Educational Technology Research and Development, 2018
The use of digital games as an instructional tool has garnered increasing attention in the education community. Empirical work supported by theory on the learning affordances of digital games allowed the game-based learning community to arrive at the consensus that digital games provide an excellent medium for the acquisition of skills and the…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
Sánchez-Mena, Antonio; Martí-Parreño, José; Miquel-Romero, María José – Educational Technology Research and Development, 2019
Educational video games (EVGs) offer instructors a myriad of opportunities to motivate and engage students in the learning process. Nevertheless, instructors can be influenced by barriers that prevent them from using EVGs in their courses (e.g. lack of expertise with EVGs). Instructors can also be influenced by different drivers that might…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
Nebel, Steve; Schneider, Sascha; Beege, Maik; Kolda, Franziska; Mackiewicz, Valerie; Rey, Günter Daniel – Educational Technology Research and Development, 2017
Complex, multimedia software such as educational videogames offer a wide range of elements to modify learner behavior. The adjustment of such software might support learning, especially in complex settings like collaborative or cooperative scenarios. Coming from a theoretical background of educational psychology, our experiment seeks to implement…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Cooperative Learning
Mavridis, Apostolos; Katmada, Aikaterini; Tsiatsos, Thrasyvoulos – Educational Technology Research and Development, 2017
This study examined the effects of using an online flexible educational game on students' attitude towards mathematics as compared to the traditional method of solving mathematical problems. Moreover, the study assessed the learning effectiveness of the game and investigated potential gender differences in the game's effectiveness on changing…
Descriptors: Educational Games, Educational Technology, Student Attitudes, Mathematics Instruction
Wu, Chia-Jung; Chen, Gwo-Dong; Huang, Chi-Wen – Educational Technology Research and Development, 2014
EFL learners in Taiwan have a low-level communication ability because many learners are still not provided opportunities to use language for genuine communication in classrooms and receive insufficient language input due to the environment. This study examines the use of digital board game language learning set in a task-collaborative platform,…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Educational Games