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Lu Yang; Rui Li – Journal of Educational Computing Research, 2024
While studies of contextualized game-based language learning (CGBLL) have to date gained a growing scholarly interest, there is still a lack of systematic review synthesizing its research trends regarding theoretical foundations, learning contexts, research foci and findings. To address the gap, this study collected data from the Web of Science…
Descriptors: Game Based Learning, Second Language Learning, Teaching Methods, Language Acquisition
Duygu Gur; Yalin Kilic Turel – Turkish Online Journal of Distance Education, 2025
Different variables such as motivation, achievement, and engagement have been investigated in studies on gamification in the field of educational technologies. However, the obtained results differ, which emphasizes the need for studies based on concrete findings related to current trends and needs. In this study, we aim to reveal current research…
Descriptors: Educational Research, Gamification, Learner Engagement, Student Motivation
Lu Yang; Rui Li; Yu Zhou – Journal of Computer Assisted Learning, 2024
Background: While game-based language learning (GBLL) in K-12 education has received considerable attention, little is still known about its state-of-the-art research trends over the last decade, necessitating a systematic review on its theoretical frameworks, instructional activities and research findings. Objectives: To fill the gap, drawing on…
Descriptors: Game Based Learning, Second Language Learning, Elementary Secondary Education, Educational Research
Kittichai Nilubol; Pragasit Sitthitikul – PASAA: Journal of Language Teaching and Learning in Thailand, 2023
Gamification is a controversial topic in the field of education, with both proponents and opponents. However, what exactly gamification is and why it has become popular are worth exploring. This academic article first defines the terms "game" and "gamification" in order to differentiate them. Next, the article provides core…
Descriptors: Gamification, Teaching Methods, Games, Game Based Learning
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
Arcagök, Serdar – International Online Journal of Education and Teaching, 2021
The study aimed to identify the impact of game-based teaching practices available in different curricula on academic achievement. The study adopted meta-analysis method via grouping similar studies about that subject, theme under the heading of certain criteria, and combining the quantitative data obtained. For this purpose, 412 studies conducted…
Descriptors: Game Based Learning, Teaching Methods, Instructional Effectiveness, Academic Achievement
Active Learning in the Context of the Teaching/Learning of Computer Programming: A Systematic Review
Berssanette, João Henrique; de Francisco, Antonio Carlos – Journal of Information Technology Education: Research, 2021
Aim/Purpose: This paper presents the results of a systematic literature review that sought to identify the studies that relate the different pedagogical techniques by which active learning is developed in the context of the teaching/learning of computer programming, with the objective to characterize the approaches, the pedagogical techniques…
Descriptors: Active Learning, Computer Science Education, Programming, Educational Research
Battal, Ali; Afacan Adanir, Gülgün; Gülbahar, Yasemin – Journal of Educational Technology Systems, 2021
The computer science (CS) unplugged approach intends to teach CS concepts and computational thinking skills without employing any digital tools. The current study conducted a systematic literature review to analyze research studies that conducted investigations related to implementations of CS unplugged activities. A systematic review procedure…
Descriptors: Computer Science Education, Programming, Teaching Methods, Concept Teaching
Yig, Katibe Gizem; Sezgin, Sezan – Journal of Educational Technology and Online Learning, 2021
This paper presents an explorative holistic analysis of digitally-constructed gamification processes in mathematics education. The main aim of this study is to identify the key issues, intentions and trends by examining peer-reviewed publications using a combination of social network analysis (SNA), computerized lexical analysis and content…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
Bolt-Lee, Cynthia E. – e-Journal of Business Education and Scholarship of Teaching, 2021
This paper synthesizes research-based instructional strategies in accounting education, providing an important resource of learning-centered educational approaches from recent studies. Eleven articles published in 2019 from five accounting education journals are summarized. Categorized according to Marzano's research-based instructional strategies…
Descriptors: Accounting, Business Administration Education, Student Centered Learning, Evidence Based Practice
Reinhardt, Jonathon – New Language Learning and Teaching Environments, 2019
This book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learning (L2TL). It explores how to harness the enthusiasm, engagement, and motivation that digital gaming can inspire by adopting a gameful L2TL approach that encompasses game-enhanced,…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
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
Yaccob, Nur Syafiqah; Yunus, Melor Md – Arab World English Journal, 2019
Traditional teaching and learning process referring to chalk-and-talk has become outdated in lessons. Teachers and learners are exposed to various task-based process to encourage a better participation among learners throughout the lesson. One of the most common and preferred teaching strategies is the use of language games to aid the teaching of…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Instructional Effectiveness
Barreto, Daisyane C. – Educational Media and Technology Yearbook, 2015
Facilitated by the ascendance of massive multiplayer online games and virtual worlds, digital game culture has become a part of children's lives over the past few years. By playing these games, children can not only socialize with their regular friends face to face but also establish relationships with other players online. This chapter presents…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Game Based Learning
Orey, Michael, Ed.; Branch, Robert Maribe, Ed. – Educational Media and Technology Yearbook, 2015
This book is an annual publication entering its 40th year. The series represents current trend and issues in the field of educational communications and technology, journals and other periodicals associated with the field, and the academic programs that prepare instructional technology professionals. This volume features a section on Learning,…
Descriptors: Educational Technology, Technology Uses in Education, Budgeting, Game Based Learning
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