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Song, Yi; Sparks, Jesse R.; Guzman-Orth, Danielle – Computer Assisted Language Learning, 2022
The goal of this project was to design a scaffolded learning activity that develops English learners' (ELs) argumentation skills. In this study, we investigated how middle school ELs interacted with a game-enhanced scenario-based assessment of argumentation skills (named "Seaball"). The target skills included identifying and classifying…
Descriptors: English Language Learners, Persuasive Discourse, Skill Development, Middle School Students
Mann, Gemma – Journal of University Teaching and Learning Practice, 2022
As minorities, people of diverse sexual orientations and genders often feel that they do not belong within higher education. To combat this, connection is important, but that can be difficult in the uncertain, predominantly online world of universities. The Ally Program is a university-wide, extra-curricular online training program aimed at…
Descriptors: LGBTQ People, Social Support Groups, Online Courses, Training
Genç-Ersoy, Berrin; Göl-Dede, Derya – International Journal of Contemporary Educational Research, 2022
This study aims to improve the writing skills, motivation towards writing, and writing attitudes of elementary school students through educational games by eliminating the problems they encounter in the writing process. The study was designed within the scope of cooperative action research, and criterion sampling was used for the sample selection.…
Descriptors: Writing Skills, Writing Attitudes, Student Motivation, Educational Games
Kara, Nuri – International Journal of Computer-Assisted Language Learning and Teaching, 2022
The main aim of this study was to explore the effect of the serious mobile game Jumo the Jumper on the vocabulary acquisition of primary school English as a Foreign Language (EFL) students and their attitudes toward an EFL course. The main research design of the study was a quasi-experimental design with nonequivalent control groups that included…
Descriptors: Elementary School Students, Second Language Learning, English (Second Language), Foreign Countries
Teh, Ee Wen; Krishnapillai, Gengeswari; Chan, Ling Meng – International Journal of Game-Based Learning, 2022
Recently, digital games are used as a form of new media with massive potential for learning the English Language. To understand the typology of user experiences with digital games, the Presence-Involvement-Flow Framework (PIFF) was utilized. A series of semi-structured interviews were conducted with ten tertiary students in Northern Malaysia.…
Descriptors: Computer Games, Educational Games, Second Language Instruction, Second Language Learning
Dikkartin Övez, Filiz Tuba; Acar, Irem Gizem – Journal of Educational Technology and Online Learning, 2022
The aim of study to investigate the effects of block-based game development activities carried out on the goal-based scenario approach on the geometry achievement and computational thinking skills of seventh-grade students and to reveal their opinions regarding the process. The study used a one-group pretest-posttest experimental model an…
Descriptors: Programming, Educational Games, Geometry, Thinking Skills
Esterhuizen, Joshua; Drevin, Günther; Snyman, Dirk; Drevin, Lynette – International Association for Development of the Information Society, 2022
Education is shifting towards a more technology focused mode of delivery, or at least combining technology use with standard methods. A potential effect of this could be the introduction and use of games in classrooms. This study looks at the possibility of adapting various domains of knowledge into digital games referred to as serious games. The…
Descriptors: Gamification, Educational Games, Game Based Learning, Technology Uses in Education
Jenny Yun-Chen Chan; Erin R. Ottmar; Hannah Smith; Avery H. Closser – Grantee Submission, 2022
To efficiently solve mathematical expressions and equations, students need to notice the systemic structure of mathematical expressions (e.g., inverse relation between 3 and 3 in 3 + 5 - 3). We examined how symbols--specifically variables versus numbers--and students' algebraic knowledge impacted seventh graders' problem-solving strategies and use…
Descriptors: Problem Solving, Algebra, Symbols (Mathematics), Knowledge Level
Michael Simonson Ed.; Deborah Seepersaud Ed. – Association for Educational Communications and Technology, 2022
For the forty-fifth time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented online and onsite during the annual AECT Convention. The Proceedings of AECT's Convention are published in two volumes. Volume #1 contains papers dealing…
Descriptors: Educational Technology, Technology Uses in Education, Flipped Classroom, Artificial Intelligence
Yong Zeng; John E. McEneaney – Journal of Research Initiatives, 2022
This text presents an argument that competition, as a pedagogical design element, facilitates students' learning motivation in digital game-based learning environments (DGBLEs). Since competition has long been regarded as an adverse pedagogical element for fostering students' learning motivation, a considerable proportion of educators and…
Descriptors: Students, Game Based Learning, Computer Games, Educational Games
Yiming Liu; Xiao Hu; Jeremy Tzi Dong Ng; Zhengyang Ma; Xiaoyan Lai – Education and Information Technologies, 2025
Collaborative problem solving (CPS) has emerged as a crucial 21st century competence that benefits students' studies, future careers, and general well-being, prevailing across disciplines and learning approaches. Given the complex and dynamic nature of CPS, teacher-facing learning analytics dashboards (LADs) have increasingly been adopted to…
Descriptors: Learning Analytics, Learning Management Systems, Student Evaluation, Cooperation
Rafael Molina Carmona, Editor; Carlos J. Villagrá Arnedo, Editor; Patricia Compañ Rosique, Editor; Francisco García Peñalvo, Editor; Alicia García-Holgado, Editor – Lecture Notes in Educational Technology, 2025
This volume comprises of the proceedings of The Twelfth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM). It reflects outstanding advances, with a multidisciplinary perspective, in the technological ecosystems that support Knowledge Society building and development. This book covers broad-scope research…
Descriptors: Cultural Pluralism, Technology Uses in Education, Gamification, Educational Games
Zeller, Benjamin E. – Teaching Theology & Religion, 2018
This article considers the "create your own religion" or "fictive religion" assignment as a pedagogical tool, contextualizing it within the scholarship of teaching and learning, and positioning it as a tool for broad adoption in a variety of courses. I argue that we ought to conceptualize the fictive religion assignment as an…
Descriptors: Teaching Methods, Religious Education, Assignments, Educational Games
Bittner, Gina L.; McCauley, Laura – Education, 2018
Students love games, so why not couple games and mathematics learning in a meaningful way? The authors will help you do just that by taking an existing game and teaching you how to take any topic from your classroom to make the math work.
Descriptors: Teaching Methods, Mathematics Instruction, Educational Games, Mathematics Skills
Hong, Jon-Chao; Hwang, Ming-Yueh; Chen, Mei-Syuan; Tai, Kai-Hsin – Journal of Educational Computing Research, 2021
In line with the attention-to-affect model, this study employed a game that encompasses Gestalt perception to explore how extraneous cognitive load (ECL) and gameplay anxiety correlate with attitude towards exploitative learning and attitude towards explorative learning as students play the Visual-Saliency game (VSG) with images of artworks. The…
Descriptors: Difficulty Level, Cognitive Processes, Anxiety, Correlation

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