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Greenhalgh, Spencer Paul – AERA Online Paper Repository, 2016
This paper examines how students perceive their proficiency in a second language to affect their ability to complete ethical tasks in an educational game. Students' limited proficiency in a second language may impede their ability to carry out real-world tasks; this may cause problems for classes in which the tasks are just as important as…
Descriptors: Language Proficiency, Second Language Learning, Educational Games, Ethics
Barbara Rácz – Sage Research Methods Cases, 2016
This case discusses an embedded-multiple case study design applied in my PhD research. Its particularity, besides the method, is that it was placed in an international context investigating the use of movement and games in Modern Foreign Language (MFL) learning/teaching in inclusive educational contexts. Therefore, it provides information on…
Descriptors: Modern Languages, Second Language Learning, Second Language Instruction, Teaching Methods
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Saha, Sujay Kumar; Singh, Smriti – MEXTESOL Journal, 2021
In recent years, language games have become a matter of interest for educators not only because of their potential to enhance language learning experiences, but also in the support they give towards creating a multimodal and interactive classroom environment that leads children towards perceptual, behavioural, emotional and cognitive development…
Descriptors: Speech Skills, Communicative Competence (Languages), English (Second Language), Second Language Learning
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Aloizou, Valeria; Chasiotou, Tania; Retalis, Symeon; Daviotis, Theodoros; Koulouvaris, Panagiotis – Educational Media International, 2021
The unprecedented situation of COVID-19 which resulted in the closure of schools, enforced the educational community worldwide to find alternative ways to design the learning process. In special education the challenges are greater due to the need of individualized learning in 1:1 base, physical prompt, visual support and direct reinforcement.…
Descriptors: COVID-19, Pandemics, School Closing, Educational Technology
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Ling, Henry Wai-Hang; Tsang, Kenneth Ho-Him; Yu, Kenneth Sau-Yin; Lee, Vincent Wan-Ping; Wong, Johnny Chung-Yee; Ng, Ka-Ying; Sun, Icy; Ngan, Avis – International Journal of Game-Based Learning, 2021
This research explores the possibility of providing a general guideline for the use of LEGO® SERIOUS PLAY® (LSP) in youth work and examining the experiences of the frontline youth workers in Hong Kong who have adopted LSP to engage youngsters, who have been experiencing enormous socioeconomic challenges in different aspects. A 12-session workshop…
Descriptors: Foreign Countries, Educational Games, Toys, Play
Zikai Wen – ProQuest LLC, 2021
Drill and practice is a well-received approach to repeatedly train learners' skills through a series of exercises and to reward them with corrective feedback. However, drill-based training may not improve learners' performance if its exercises are badly designed (e.g., not fun, not relevant to the learning goal, and becoming too difficult or too…
Descriptors: Educational Games, Game Based Learning, Computer Games, Artificial Intelligence
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Rosenblum, Jason; Hughes, Joan E. – Journal of Ethnographic & Qualitative Research, 2017
Using a phenomenological study of educational games, this article describes how computer-based digital tools were used to simultaneously record computer applications (such as games), voice and sounds, participant facial expressions, and gestures to enliven phenomenological interviews and provide rich, thickly described data. In a study,…
Descriptors: Phenomenology, Educational Games, Recall (Psychology), Protocol Analysis
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Conley, Cynthia L.; Deck, Stacy M.; Miller, J. Jay; Borders, Kevin – Journal of Teaching in Social Work, 2017
This article describes the development and utilization of an instructional activity created by the authors for the purposes of preparing social work students for culturally competent practice with members of historically oppressed populations. Experiential activities in the classroom provide an alternative approach to traditional pedagogical…
Descriptors: Cultural Awareness, Social Work, Counselor Training, Disadvantaged
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Bicen, Huseyin; Kocakoyun, Senay – World Journal on Educational Technology: Current Issues, 2017
In this digital age of technological advancement, mobile applications are fastly approaching acme of development. In order to increase the efficiency of the developed applications, mobile applications which are suitable for gamification have become a contemporary issue. In this study, the applications of Kahoot, ClassDojo, Classcraft and Socrative…
Descriptors: Telecommunications, Handheld Devices, Educational Games, Foreign Countries
Ochsner, Amanda; Corwin, Zoë B. – Educational Technology, 2017
In 2014, researchers at the Pullias Center for Higher Education at the University of Southern California (USC) received a grant from the U.S. Department of Education's Fund for the Improvement in Postsecondary Education's First in the World program to do research aimed at understanding how games can be used to cultivate college knowledge and…
Descriptors: Educational Research, Educational Games, Instructional Design, Design Requirements
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Song, Donglei; Ju, Ping; Xu, Hao – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Many gamification designs in education do effectively mobilize students to some extent. Yet, there is still very little research to account for the specific influence on each student. It is essential to determine whether the students can be engaged by gamification in terms of various psychological factors. In this paper, the game element point was…
Descriptors: College Students, Educational Games, Games, Learner Engagement
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Ukala, Catherine Chinyere; Agabi, Ogar G. – Journal of International Education Research, 2017
Cultural values and identities remain the bench mark for national identity, cohesion, patriotism and harmonious coexistence in any society. The introduction of western education into West Africa created a weak bridge between the indigenous education and the western education which needs to be properly linked using curriculum harmonisation. This…
Descriptors: Early Childhood Education, Indigenous Populations, Educational Games, Teaching Methods
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Kavanagh, Sam; Luxton-Reilly, Andrew; Wuensche, Burkhard; Plimmer, Beryl – Themes in Science and Technology Education, 2017
Virtual reality has existed in the realm of education for over half a century. However, its widespread adoption is still yet to occur. This is a result of a myriad of limitations to both the technologies themselves, and the costs and logistics required to deploy them. In order to gain a better understanding of what these issues are, and what it is…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Teaching Methods
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Galarza, Patrick – Journal of Mathematics Education at Teachers College, 2017
This paper explores the viability and development of the first edition of the researcher's mathematical card game, Groups, as a learning tool for elementary group theory, a topic in abstract algebra. "Groups" was play-tested by six undergraduate students in late 2016 who provided feedback on "Groups" from both utility-centric…
Descriptors: Algebra, Educational Games, Group Dynamics, Mathematics Instruction
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Tillema, Erik; Gatza, Andrew; Ulrich, Catherine – Australian Mathematics Teacher, 2017
The number and algebra strand of the "Australian Curriculum: Mathematics" (2015) advocates for holding together the study of number and algebra across years K-8--a position that mathematics educators have endorsed in many countries. This recommendation along with the report "Shape of the Australian Curriculum: Mathematics"…
Descriptors: Foreign Countries, Mathematics Education, Mathematics Curriculum, National Curriculum
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