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Langenhagen, Julian – International Educational Data Mining Society, 2022
Although badges are among the most-used game elements in gamified education, studies about their optimal features to motivate learning are scarce. How should a badge be designed to represent an incentive for a specific goal like optimal exam preparation? This study examines usage data of a higher education learning app to determine whether the…
Descriptors: Data Analysis, Goal Orientation, Computer Software, Game Based Learning
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Liu, Sa; Liu, Min – AERA Online Paper Repository, 2021
To understand how learner metacognition and goal orientation affect learner problem-solving in a Serious Game (SG) environment, this study examined 12 undergraduate students' metacognition, goal orientations, and problem-solving performances and processes while playing a SG that adopts problem-based learning pedagogy to teach space science.…
Descriptors: Metacognition, Goal Orientation, Problem Solving, Undergraduate Students
Lee, Ji-Eun; Hornburg, Caroline Byrd; Chan, Jenny Yun-Chen; Ottmar, Erin – Grantee Submission, 2021
We investigated the effects of proximal grouping of numbers, problem-solving goals to make 100, and prior knowledge on students' solution strategies in an online mathematics game. Logistic regression on 857 problem-level data points from 227 middle-school students showed that students were more likely to use productive solution strategies on…
Descriptors: Mathematics Instruction, Teaching Methods, Middle School Students, Computer Games
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Hong, Jon-Chao; Hwang, Ming-Yueh; Tsai, Chi-Ruei; Tai, Kai-Hsin; Wu, Yu-Feng – International Journal of Science and Mathematics Education, 2020
According to social dilemma theory, students may be characterized as being indifferent to reciprocal behavior and disengaged from interacting with the board gaming process. Given a common goal, students' prosociality can affect the collective efficacy and goal achievement motivation that reflects their flow experience in a cooperative-competitive…
Descriptors: Prosocial Behavior, Goal Orientation, Structural Equation Models, Computer Games
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Thorne, Steven L.; Hellermann, John; Jakonen, Teppo – Modern Language Journal, 2021
Integrating concepts and techniques from ethnomethodology and sociomaterialism, this article investigates the observable material processes involving human action and place-based contexts of language use enabled by locative media. The focal pedagogical intervention utilized mobile augmented reality (AR) activities, the development of which was…
Descriptors: Second Language Learning, Second Language Instruction, Video Technology, Place Based Education
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Greenhalgh, Spencer P. – Journal of Experimental Education, 2021
Games can invite players to try on moral identities, but players ultimately choose how to respond to this invitation. In this study, I explore how the design of a game and the context it is played in affect whether players tried on a moral identity when completing in-game actions. I interviewed seven students who had played an ethics game and…
Descriptors: Moral Values, Self Concept, Correlation, Design
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Yeh, Y. -c.; Lin, C. S. – Journal of Computer Assisted Learning, 2018
Although cultivating creativity is greatly emphasized in elementary school education and that digital games can be a promising tool for improving creativity, little research has been conducted to identify and explore how player-related factors might influence the learning outcomes of digital creativity games. This study identifies 3 individual…
Descriptors: Goal Orientation, Academic Achievement, Structural Equation Models, Self Efficacy
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Huang, Biyun; Hew, Khe Foon – Educational Technology & Society, 2021
A design-based study was conducted in iterative cycles to test the effectiveness of the updated goal-access-feedback-challenge-collaboration (updated-GAFCC) gamification design model. The test-bed was a 10-week undergraduate introductory information management course. Students from three consecutive school years participated in the study, with the…
Descriptors: Computer Games, Feedback (Response), Comparative Analysis, Undergraduate Students
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Sydorenko, Tetyana; Hellermann, John; Thorne, Steven L.; Howe, Vanessa – TESOL Quarterly: A Journal for Teachers of English to Speakers of Other Languages and of Standard English as a Second Dialect, 2019
Applications of locative media (e.g., place-based mobile augmented reality [AR]) are used in various educational content areas and have been shown to provide learners with valuable opportunities for investigation-based learning, location-situated social and collaborative interaction, and embodied experience of place (Squire, 2009; Thorne &…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Discourse Analysis
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Chen, Zhi-Hong; Chen, Howard Hao-Jan; Dai, Wan-Jhen – Educational Technology & Society, 2018
This paper describes a narrative-based design framework that organizes three narrative elements (i.e., storyline, character, and quest) to support a contextual game-based environment for language learning. Using this design framework, a PlanetAdventure system was developed to examine its feasibility and its effects on student language learning. A…
Descriptors: Second Language Learning, Case Studies, Second Language Instruction, English (Second Language)
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Hadjistassou, Stella Kyprou – International Journal of Virtual and Personal Learning Environments, 2017
This article explores the underlying processes involved as two experienced Portuguese as a foreign language instructors, who are novices to 3D technologies, became immersed in the epistemology of teaching in a 3D context. The two instructors undertook a challenging initiative to develop and deliver two sections of oral Portuguese in a 3D…
Descriptors: Portuguese, Second Language Learning, Second Language Instruction, Language Teachers
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Dalton, Gene; Devitt, Ann – International Journal of Game-Based Learning, 2016
In the 2011 census almost one in three Irish teenagers claimed to be unable to speak Irish (Central Statistics Office, Ireland, 2012), despite the language being taught daily in school. The challenges facing the Irish language in schools are complex and multifaceted. The research reported here attempts to address some of these challenges by…
Descriptors: Irish, Computer Games, Teaching Methods, Language Usage
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Reese, Curt – Journal of Educational Technology, 2008
Educational computer games provide an environment in which interactions among students, teachers, and texts differ non-trivially from those of the traditional classroom. In order to build and research computer games effectively, it is important to provide a theoretical background that adequately describes and explains learning and interactions in…
Descriptors: Communities of Practice, Educational Games, Computer Games, Learning Processes
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2014
For the thirty-seventh year, the Research and Theory Division and the Division of Instructional Design of the Association for Educational Communications and Technology (AECT) sponsored the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Jacksonville, Florida. This year's Proceedings…
Descriptors: Research and Development, Web Sites, Educational Technology, Technology Uses in Education
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers