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Martin, Kit; Horn, Michael; Wilensky, Uri – Grantee Submission, 2019
This paper describes visitor interaction with an interactive tabletop game on the topic of evolutionary adaptations of social insects that we designed in collaboration with a large American museum. We observed visitors playing the game and talked to them about the experience. The game explores the emergent phenomena of ant behavior. Research has…
Descriptors: Incidence, Schemata (Cognition), Museums, Animal Behavior
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Fang, Menglin; Tapalova, Olga; Zhiyenbayeva, Nadezhda; Kozlovskaya, Svetlana – Education and Information Technologies, 2022
Digital gaming has become a regular part of life for today's pre-schoolers. Hence, there is a need to look at the integration of digital technology into the preschool education. The present study aims to examine the effect digital games have on children's behaviour and their social competence if played to reach an educational purpose (supervised…
Descriptors: Computer Games, Interpersonal Competence, Preschool Children, Foreign Countries
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Graben, Katharina; Doering, Bettina K.; Barke, Antonia – Education and Information Technologies, 2022
In this study, we investigated whether the use of smartphone games while reading a text reduces learning performance or reading speed. We also examined whether this is affected by push notifications. Ninety-three students were randomly assigned to three learning conditions. In the gaming group (G), participants played a game app for 20 s at 2-min…
Descriptors: Telecommunications, Handheld Devices, Computer Games, Reading Processes
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Torres-Rodríguez, Fabio Adrián; Martínez-Granada, Liliana – HOW, 2022
Fostering spoken communication in a foreign language classroom is not an easy task. With that in mind, this paper explores a proposal to motivate students' L2 oral communication through the practice of narrative games called tabletop roleplaying games adapted as task-based activities. It implied an action research process in which the…
Descriptors: Foreign Countries, Speech Communication, Second Language Instruction, Oral Language
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Bakan, Ufuk; Han, Turgay; Bakan, Ugur – Knowledge Management & E-Learning, 2022
Although previous studies have investigated the effect of digital games on learning foreign languages, no research has examined how effective they are on learners' perceptions regarding foreign language communicative competence development. The purpose of this study is to investigate how the use of a Massive Multiplayer Online Role-Playing Game…
Descriptors: Computer Games, English (Second Language), Second Language Learning, Second Language Instruction
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Bawa, Papia – International Journal of Game-Based Learning, 2022
The Phenomenological study investigated the perceptions of 4 Community College administrators and 2 faculty, who experienced for the first time, the process of curricular modification using Massively Multiplayer Online Games or MMOs in their Business and English programs. Since administrators and faculty are key stakeholders of any initiative for…
Descriptors: Computer Games, Game Based Learning, Technology Integration, Community Colleges
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Lee, Yong-Kwan – Youth & Society, 2022
This study examined allocation of adolescents' free time differs depending on financial and spatial availability by exploiting the exogenous change on the school day. Using Korea Time Use Survey data, I found that adolescents allocate free time created by Saturday without school to mainly leisure activities. I also found that adolescents' private…
Descriptors: Foreign Countries, Adolescents, Leisure Time, Student Behavior
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Koh, Caroline – International Journal of Disability, Development and Education, 2022
This paper provides a qualitative meta-analysis of the literature on the use of serious games to assist learners with intellectual and developmental disabilities. It aims to identify the research trends and the possible directions for future research. The study begins with a preliminary online search and selection of a sample of articles to…
Descriptors: Educational Games, Students with Disabilities, Intellectual Disability, Learner Engagement
Jenny Yun-Chen Chan; Erin R. Ottmar; Ji-Eun Lee – Grantee Submission, 2022
We examined the influences of pre-solving pause time, algebraic knowledge, mathematics self-efficacy, and mathematics anxiety on middle-schoolers' strategy efficiency in an algebra learning game. We measured strategy efficiency using (a) the number of steps taken to complete a problem; (b) the proportion of problems completed on the initial…
Descriptors: Problem Solving, Algebra, Self Efficacy, Mathematics Anxiety
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Hartley, Jackie; Hobbs, Laura; Stevens, Carly – Natural Sciences Education, 2023
Science Hunters is an established outreach program using the computer game Minecraft to engage children in science. Before the pandemic, Science Hunters regularly delivered sessions in schools but ceased delivering face-to-face sessions during the COVID-19 pandemic. Online remote delivery was trialed in eight schools, with 201 children of age 9-11…
Descriptors: Elementary School Students, Elementary School Teachers, Teacher Aides, Pandemics
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Castroviejo, Elena; Hernández-Conde, José V.; Lazaridou-Chatzigoga, Dimitra; Ponciano, Marta; Vicente, Agustín – Language Learning and Development, 2023
This paper reports an experiment that investigates interpretive distinctions between two different expressions of generalization in Spanish. In particular, our aim was to find out when the distinction between generic statements (GS) such as "Tigers have stripes" and universally quantified statements (UQS) such as "All tigers have…
Descriptors: Spanish Speaking, Age Groups, Accuracy, Semantics
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Gao, Ya; Pan, Lin – Language Learning Journal, 2023
Mobile-assisted language learning is a growing feature of contemporary language learning, and their distinct gamification design produces new and increasingly popular contexts for language learning. This paper explores the gamification features of the two most popular EFL vocabulary learning applications widely used by Asian learners --…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Assisted Instruction
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Peterson, Mark – Computer Assisted Language Learning, 2023
This paper reviews the literature on the use of digital simulation games in computer-assisted language learning (CALL). The discussion explores research approaches, contexts, methodologies, findings, trends and issues in peer-reviewed research that has investigated the use of this type of digital game over the period 2005 to 2020. Results showed…
Descriptors: Computer Assisted Instruction, Teaching Methods, Second Language Learning, Second Language Instruction
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Nurnberger-Haag, Julie; Wernet, Jamie L.; Benjamin, Judy I. – International Journal of Education in Mathematics, Science and Technology, 2023
Games are often used to foster student engagement and motivation to learn content, such as mathematics. Although digital games dominate game-based learning research, the table games commonly used in classrooms warrant investigation. Especially for mathematics learning, prior research has not taken into account content-specific frameworks. Integer…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Learner Engagement
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Mehmet Oktay Kablan; Mehmet Imamoglu – Journal of Education in Science, Environment and Health, 2024
The aim of this study was to examine the effects of gender, the number of siblings, and grade level on digital game playing motivation and addiction levels in secondary school students and to reveal the relationship between digital game motivation and addiction. A total of 394 students, 168 boys and 226 girls, participated in the study…
Descriptors: Emotional Response, Eating Habits, Secondary School Students, Grade 5
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