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Poole, Frederick; Clarke-Midura, Jody; Sun, Chongning; Lam, Kyle – Foreign Language Annals, 2019
In this study, we present an educational board game designed to promote both mathematics and Chinese language learning. We use text-mining techniques to analyze dialog by 40 students, in six groups playing a board game in a dual language immersion context. Our findings provide evidence to support past claims and arguments that play and…
Descriptors: Chinese, Second Language Learning, Second Language Instruction, Educational Games
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Bhide, Adeetee; Luo, Wencan; Vijay, Nivita; Perfetti, Charles; Wang, Jingtao; Maries, Adrian; Nag, Sonali – Reading and Writing: An Interdisciplinary Journal, 2019
Previous research with alphasyllabaries has shown that children struggle with akshara that have two or more consonants, known as complex akshara. We developed a mobile game that teaches 4th grade children Hindi decoding skills, with an emphasis on complex akshara. All of the children were second language learners of Hindi. There were two versions…
Descriptors: Indo European Languages, Second Language Learning, Decoding (Reading), Educational Games
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DeLiema, David; Enyedy, Noel; Danish, Joshua A. – Journal of the Learning Sciences, 2019
Taking place within the Science Through Technology-Enhanced Play (STEP) design-based research project, this paper describes how first- and second-grade students use their bodies to imaginatively become microscopic particles inside of a collaborative simulation of state change (e.g., liquid to gas) and within two distinct play spaces: a…
Descriptors: Science Education, Play, Grade 1, Grade 2
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Ching, Cynthia Carter; Hagood, Danielle – Journal of Science Education and Technology, 2019
This paper connects the technological practice of activity monitor gaming to the Next Generation Science Standards (NGSS) science and engineering practice of "analyzing and interpreting data," and to the foundational constructionist idea of personal meaning. In our larger study, eighth-grade students, ages 12-14, wore physical activity…
Descriptors: Middle School Students, Grade 8, Educational Games, Academic Standards
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Streiner, Scott Charles; Bodnar, Cheryl Anne – Advances in Engineering Education, 2019
Implementation of educational innovations on a local scale requires consideration of a variety of different factors including stakeholders, curriculum design, classroom context, and culture. Although theories exist for dimensions of scale and diffusion of educational innovations across multiple institutions, they do not focus on the elements…
Descriptors: Curriculum Development, Educational Games, Homework, College Freshmen
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Mohd Radzi, Shanizan Herman; Tan, Wee Hoe; Yusoff, Amri – Malaysian Journal of Learning and Instruction, 2019
Purpose: This study examines the effects of a simulation board game for teaching and learning shipping management in higher education. A framework of comprehensive shipping operations is developed according to the syllabus of the Shipping Management course at Universiti Utara Malaysia. The course core content in the game covers two main…
Descriptors: Educational Games, Computer Games, Computer Simulation, Marine Education
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Wong, Simpson W. L.; Cheng, Rebecca Wing-yi; Chow, Bonnie Wing-Yin; Chung, Sandrine Man-Chi – AERA Open, 2019
Learning to read two scripts at a young age is a demanding task. This study aims to develop games for building fundamental code-related emergent literacy skills among biscriptal preschoolers. We developed five games and tested them on a sample of 102 Chinese kindergarteners. The participants were aged 4 to 5 years and were learning English as a…
Descriptors: Chinese, English (Second Language), Emergent Literacy, Preschool Children
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Holbert, Nathan; Wilensky, Uri – Journal of the Learning Sciences, 2019
In this article we propose that educational game design should work to create games as objects-to-think-with--games that engage players in the exploration of and experimentation with personally interesting questions around domain-relevant representations. We argue that this design focuses on developing tools and interactions that the player can…
Descriptors: Instructional Design, Educational Games, Video Games, Discovery Learning
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McNamara, Jennifer; Bent, Margaret; Grace, Paul – Journal of Applied Testing Technology, 2019
Certification is often viewed to promote lifelong professional development. Industry accreditation agencies include standards for the Maintenance of Certification (MOC) that emphasize the measurement or promotion of continued competency throughout an individual's professional career. In 2013, NBCOT partnered with BreakAway Games to create the…
Descriptors: Computer Simulation, Game Based Learning, Certification, Mandatory Continuing Education
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Melander Bowden, Helen – Learning, Media and Technology, 2019
This article explores children's development of problem-solving practices through multimodal engagements in digital activities. The study is based on analyses of a video recorded peer group activity in which two children, within the context of a project on computational thinking using the software "Scratch," collaboratively work to solve…
Descriptors: Foreign Countries, Elementary School Students, Grade 4, Problem Solving
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Pitoyo, Muhammad Dafit; Sumardi; Asib, Abdul – International Online Journal of Education and Teaching, 2019
Test anxiety always makes students afraid of doing the test because they probably think that they will fail. To overcome the problem, the teacher then used gamification based assessment. Furthermore, the study investigates the category of students test anxiety, students' attitudes toward Quizizz and the students' preference toward the elements of…
Descriptors: Test Anxiety, Computer Oriented Programs, Educational Games, Game Based Learning
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An, Brian; Brown, Donald; Guerlain, Stephanie – IEEE Transactions on Learning Technologies, 2019
Despite the growth in the use of serious games to train and evaluate cross-cultural competence, few studies have examined the content and dialogue development methods associated with these training systems. This study presents a framework for generating content for serious games targeting culturally appropriate communication and an evaluation of a…
Descriptors: Educational Games, Game Based Learning, Intercultural Communication, Cultural Awareness
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Owen, Eman Abdussalam; Razali, Abu Bakar; Abd Samad, Arshad; Noordin, Nooreen – Problems of Education in the 21st Century, 2019
The importance of English as a foreign language EFL in Libya has increased significantly throughout the years and the language has become essential in all disciplines. However, one of the essential challenges that needs to be explored is the lack of speaking competence of the Libyan students. There has been little research, which adopts an…
Descriptors: Foreign Countries, Secondary School Students, Second Language Learning, Second Language Instruction
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Ward, Monica – Research-publishing.net, 2019
Intelligent Computer-Assisted Language Learning (ICALL) involves using tools and techniques from computational linguistics and Natural Language Processing (NLP) in the language learning process. It is an inherently complex endeavour and is multi-, inter-, and trans-disciplinary in nature. Often these tools and techniques are designed for tasks and…
Descriptors: Educational Technology, Technology Uses in Education, Computer Assisted Instruction, Second Language Instruction
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Lawrence, Anne M.; Sherry, Michael B. – Journal of Literacy Research, 2021
Literacy researchers have explored how video games might be used as supplementary texts in secondary English language arts (ELA) classrooms to support reading instruction. However, less attention has been focused on how video games, particularly online educational games designed to teach argumentation, might enhance secondary ELA students'…
Descriptors: Feedback (Response), Game Based Learning, Educational Games, Video Games
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