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Flávio Marques; Leonardo Lignani; João Quadros; Myrna Amorim; Windson Viana; Eduardo Ogasawara; Joel dos Santos – Technology, Knowledge and Learning, 2025
Educational games help reinforce educational concepts. They help students learn through hypothesizing, probing, and reflecting upon the game environment. Understanding the impact of a game is important before deploying it in a class. Recent studies in learning analysis describe methodologies and approaches for analyzing educational games. However,…
Descriptors: Design, Educational Games, Reinforcement, Game Based Learning
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Sam von Gillern; Brady Nash – Technology, Knowledge and Learning, 2025
This scoping review examines scholarship on video games in prominent literacy journals between years 2000 and 2020. 32 articles met inclusion criteria for the study, including 15 articles on entertainment games and 17 articles on serious/educational games. Included articles were categorized by various attributes, including year of publication,…
Descriptors: Video Games, Educational Games, Literacy Education, Instructional Effectiveness
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Susana Sánchez Castro; María Ángeles Pascual Sevillano; Javier Fombona Cadavieco – Technology, Knowledge and Learning, 2024
The planned systematized design of the use of serious games in the classroom is presented as a strategy to optimize learning. In this framework, Learning Analytics represents stealth assessment and follow-up method, and a way to personalize such games by simplifying their application for teachers. The aim of this research was to analyze the impact…
Descriptors: Learning Analytics, Linguistic Competence, At Risk Students, Teaching Methods
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Jayalath, Janaka; Esichaikul, Vatcharaporn – Technology, Knowledge and Learning, 2022
Delivery of blended-mode eLearning programs is challenging due to a range of factors, including motivational and engagement issues. This is more challenging in the context of Technical and Vocational Education and Training (TVET), which aims to develop competencies to empower learner to find gainful employment. This study proposes an operational…
Descriptors: Blended Learning, Educational Technology, Electronic Learning, Vocational Education
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Suki, Norazah Mohd; Suki, Norbayah Mohd – Technology, Knowledge and Learning, 2019
This study examines the structural relationships at work when embedding role-play games in a class for Japanese language proficiency. It does so by applying the Technology Acceptance Model, and the Unified Theory of Acceptance and Usage of Technology as its guiding principles. The setting was a Malaysian public university and the subjects, 200…
Descriptors: Role Playing, Educational Games, Video Games, Teaching Methods
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Millis, Keith; Forsyth, Carol; Wallace, Patricia; Graesser, Arthur C.; Timmins, Gary – Technology, Knowledge and Learning, 2017
Prior research has shown that students learn from Intelligent Tutoring Systems (ITS). However, students' attention may drift or become disengaged with the task over extended amounts of instruction. To remedy this problem, researchers have examined the impact of game-like features (e.g., a narrative) in digital learning environments on motivation…
Descriptors: Intelligent Tutoring Systems, Educational Games, Teaching Methods, Educational Technology
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Sipiyaruk, K.; Gallagher, J. E.; Hatzipanagos, S.; Reynolds, P. A. – Technology, Knowledge and Learning, 2017
Serious gaming claims to provide an interactive and motivational approach to learning; hence, it is being increasingly used in various disciplines, including dentistry. GRAPHIC (Games Research Applied to Public Health with Innovative Collaboration)-II, a serious game for dental public health, was used by dental undergraduates at King's College…
Descriptors: Critical Thinking, Decision Making Skills, Undergraduate Students, Dental Health
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Denham, André R. – Technology, Knowledge and Learning, 2016
Designing and developing games for learning is a difficult endeavor. Educational game designers must not only make an engaging and motivating game, but must also ensure that learning takes place as a result of gameplay. Educational researchers have sought to define design principles in order to lessen the difficulty involved with game design. In…
Descriptors: Educational Games, Play, Learning Activities, Educational Researchers
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Meletiou-Mavrotheris, Maria; Prodromou, Theodosia – Technology, Knowledge and Learning, 2016
The paper reports the main insights from a study aimed at equipping a group of pre-service teachers with the knowledge, skills, and practical experience required to effectively integrate educational games within the mathematics curriculum. An instructional intervention based on the Technological Pedagogical and Content Knowledge framework was…
Descriptors: Educational Games, Preservice Teachers, Teacher Education, Teaching Methods