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Aydin, Muharrem; Karal, Hasan; Nabiyev, Vasif – Education and Information Technologies, 2023
This study aims to examine adaptability for educational games in terms of adaptation elements, components used in creating user profiles, and decision algorithms used for adaptation. For this purpose, articles and full-text papers in Web of Science, Google Scholar, and Eric databases between 2000-2021 were searched using the keywords…
Descriptors: Educational Games, Game Based Learning, Programming, Physics
Dawn M. Woods; Diane B. Gifford; Paul Yovanoff; Ashley Sandoval – Adult Literacy Education, 2023
In the United States, 16.6 million adults are unable to comprehend sentences or read common documents, thereby limiting their ability to participate in a literate society. Given the consequences of low literacy, we conducted a single-case study with adult multilingual learners to test the effectiveness of a game app, Codex: The Lost Words of…
Descriptors: Adult Literacy, Decoding (Reading), Computer Oriented Programs, Multilingualism
WeiHsuan Lo; Erin C. Wachter; Chelsea R. Miller – Journal of Educational Research and Innovation, 2023
In an ever-changing emotional, psychological, and physically developing world of education, it is important for educators to adapt creative skills to meet learners' needs. It is paramount for educators to develop creative skills to meet the needs of their learners and demonstrate effective classroom management. There is a gap between preservice…
Descriptors: Creativity, Self Efficacy, Classroom Techniques, Game Based Learning
Krishnan, Sunanthiny; Blebil, Ali Qais; Dujaili, Juman Abdulelah; Chuang, Sara; Lim, Angelina – Education and Information Technologies, 2023
As we enter a world of blended learning in higher education, an increased need for adaptation of teaching strategies to enhance engagement has been recognised to amplify learning outcomes online. Gamification has been identified as a creative tool to engage the current cohort of learners who are also characteristically tech-savvy. To this end,…
Descriptors: Educational Games, Pharmaceutical Education, Pharmacology, Game Based Learning
Chen, Shing-lung; Liu, Yeu-Ting – Interactive Learning Environments, 2023
In the language learning literature, games often deal with foreign language vocabulary, but rarely with learning sentences, and barely with conversations. This study set out to examine the effects of game-based learning on foreign language learners' learning of sentences and discourse-level forms in the following settings: "learning with game…
Descriptors: Second Language Learning, Game Based Learning, Educational Games, Learning Motivation
Garcia, Manuel B.; Barrientos, Rodell C. – International Journal of Game-Based Learning, 2023
The impact of digital games on chemistry education has received less attention compared to other scientific fields. This research gap resulted in a limited understanding of how to effectively design mobile chemistry games (MCG) distinct from non-science mobile learning games (MLG). This study aims to explore students' attitudes toward MCG and…
Descriptors: Chemistry, Science Instruction, Educational Games, Telecommunications
Güliz Sahin – Journal of Educational Technology and Online Learning, 2023
The study aims to explore the perspectives of primary school teacher candidates who attend Turkish Language Teaching courses on their experiences of developing digital educational escape room games (DEERGs). Phenomenology design, one of the qualitative research methods, was utilized. The study group comprised 48 primary school teacher candidates…
Descriptors: Foreign Countries, Preservice Teacher Education, Preservice Teachers, Elementary Schools
Nikolaos Pellas – Computers in the Schools, 2024
There is substantial evidence that incorporating interactive environments for game-based instruction has a significant potential to support the development of computational thinking and programming skills in primary education students. However, it is not clear whether a simulation game (SG) with different user interface elements, created via…
Descriptors: Foreign Countries, Extracurricular Activities, Computer Science Education, Elementary School Students
Priyan L. Jayamaha – International Journal of Technology in Education and Science, 2024
This study investigates the challenges of teaching history to primary school students and the endeavour to develop a board game, supported by educational apps and augmented reality, to enhance the learning experience. The initiative is in response to the New Zealand Ministry of Education's mandate that New Zealand's history must be taught in all…
Descriptors: Elementary School Students, Foreign Countries, Games, Class Activities
Livia Feranty; Sonia Anggreini; Tasya Meylani; I. Nyoman Pasek Darmawan – Journal of English Teaching, 2024
Flashcard is viewed as one of the interesting and effective teaching media to teach English in general and vocabulary in particular. To enrich students' vocabulary, flashcards can be used as a personal dictionary for students or as an instrument to play a game applied as a strategy that facilitates active and fun learning. This study aims to solve…
Descriptors: Instructional Materials, English (Second Language), Second Language Instruction, Vocabulary
Jake McMullen; Antti Koskinen; Tomi Kärki; Antero Lindstedt; Saku Määttä; Hilma Halme; Erno Lehtinen; Minna M. Hannula-Sormunen; Kristian Kiili – Mathematical Thinking and Learning: An International Journal, 2024
Adaptive expertise is a highly sought after, but difficult to achieve, outcome of mathematics education. Many teaching methods appear to support the development of adaptive expertise only in a small proportion of students. Game-based learning environments may be useful for supporting adaptive expertise. Therefore, we carried out a…
Descriptors: Game Based Learning, Number Concepts, Knowledge Level, Intervention
Po-Chi Tam – Pedagogy, Culture and Society, 2024
This paper reports a case study of teaching Cantonese to Hong Kong ethnic minority pre-schoolers using process drama. Based on Deleuzo-Guattarian concepts of minor literature and language, becoming and de-/re-territorialisation, this paper aims to reconceptualise a playful adaptation of process drama developed by Joe Winston (2012) as a…
Descriptors: Foreign Countries, Sino Tibetan Languages, Second Language Instruction, Minority Group Students
Janina Heb; Panagiotis Karageorgos; Bettina Müller; Anna Riedmann; Philipp Schaper; Birgit Lugrin; Tobias Richter – Journal of Computer Assisted Learning, 2024
Background: Children with low reading skills are less frequently engaged in reading activities and therefore the likelihood of improving their reading skills decreases. Digital game-based interventions have emerged as a promising tool for promoting reading development in children, particularly those with reading difficulties. As syllable-based…
Descriptors: Reading Skills, Reading Difficulties, Educational Technology, Intervention
Xiao-Rong Guo; Si-Yang Liu; Shao-Ying Gong; Yang Cao; Jing Wang; Yan Fang – Education and Information Technologies, 2024
To enhance the effectiveness of educational games, researchers have advocated adding learning supports in educational games, but this may come at the cost of disrupting the learning experience. Embedding virtual companions to provide learning supports may be an effective solution that naturally integrates learning supports into the game. However,…
Descriptors: Educational Games, Mathematics Education, Middle School Students, Psychological Patterns
Asli Bahar Ivgin; Hakan Akcay – International Journal of Technology in Education, 2024
Game-based learning has attracted great interest in science education as an effective way to increase student achievement. Most studies in this field have focused on digital or non-digital games. In the literature, some studies generally compare educational games with traditional teaching methods. More studies need to be conducted to compare the…
Descriptors: Educational Games, Middle School Students, Science Achievement, Game Based Learning

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