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Beatriz Chaves-Yuste; Cristina de-la-Peña; Elena Carrión Candel – Knowledge Management & E-Learning, 2026
The use of digital game-based resources constitutes an alternative educational practice to improve the teaching-learning process in the context of higher education. This research aims to examine students' learning when employing serious games (Socrative and Cerebriti) and educational videos based on the video game "Assassin's Creed…
Descriptors: Undergraduate Students, Game Based Learning, Video Games, Video Technology
Fan Su; Di Zou – Knowledge Management & E-Learning, 2024
Educational games, prevalent in contemporary settings, leverage game-based learning (GBL) to actively engage and enhance learners' knowledge and skill acquisition through captivating in-game learning activities. To assess the effectiveness of GBL, game-based assessment (GBA) has emerged. GBA employs gameplay for learners to attain educational…
Descriptors: Game Based Learning, Student Evaluation, Educational Games, Instructional Effectiveness
Ongoro, Catherine Akoth; Mwangoka, Joseph W. – Knowledge Management & E-Learning, 2019
This paper presents the effects of using digital games on improving language learning in Tanzanian preschools. A gamified learning prototype system was developed for making alphabetical sound articulation more engaging and fun. The study was conducted with twelve preschools in Tanzania. The results revealed that preschoolers' learning performance…
Descriptors: Computer Games, Preschool Education, Foreign Countries, Language Acquisition
Zou, Di; Xie, Haoran; Wang, Fu Lee – Knowledge Management & E-Learning, 2018
With recent advancements in information technologies and language learning models, rapid innovations of technology-enhanced language learning have been widely witnessed by research communities and educational institutions globally. Powerful new technologies, such as social media and networks, mobile applications, wearable computing, cloud…
Descriptors: Second Language Learning, Educational Trends, Educational Research, Computer Uses in Education

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