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Weisberg, Lauren; Dawson, Kara; Dana, Nancy Fichtman – Journal of Digital Learning in Teacher Education, 2022
Educators have recently begun using digital breakout games as an instructional strategy in K-12 and higher ed curricula. However, research has thus far explored outcomes associated with playing these games, rather than designing them. This study investigates what happened when 23 preservice teachers in a technology integration course designed…
Descriptors: Educational Technology, Preservice Teachers, Secondary Education, Educational Games
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Zhong, Lin – Smart Learning Environments, 2022
While role-playing games and personalized learning have been regarded as effective tools to improve students' learning, incorporating personalized learning into role-playing games is challenging and approaches are limited to cognitive and motivational variables. Aiming at expanding approaches to incorporate personalization into role-playing games,…
Descriptors: Individualized Instruction, Role Playing, Cognitive Processes, Difficulty Level
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Barcomb, Mike; Cardoso, Walcir – Research-publishing.net, 2022
This paper examines the impact that a game-informed pronunciation site has on the acquisition of English /r/-/l/. Twenty-three Japanese-speaking English learners completed a series of pronunciation activities directed at improving their phonological awareness and oral production of the /r/-/l/ contrast. The activities included game-informed tasks…
Descriptors: Foreign Countries, Japanese, English (Second Language), Second Language Instruction
Keziah J. Tinkle-Williams – ProQuest LLC, 2022
The purpose of this qualitative, descriptive scientific phenomenological study was to explore what it is like for a community college student to experience group dynamics in a team-based gamified learning environment in the Southwestern U.S. Although the student or "player" experience is at the center of a gamified curriculum, it is not…
Descriptors: Game Based Learning, Teamwork, Group Dynamics, Community College Students
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Keng-Chih Hsu; Gi-Zen Liu – Journal of Computer Assisted Learning, 2025
Background: Augmented reality (AR) emerges as a technology with considerable promise and substantial potential for pedagogical integration within language education contexts. However, there remains a scarcity of review studies exploring the best practices and principles for oral communication facilitation based on robust theoretical models or…
Descriptors: Computer Simulation, Computer Assisted Design, Verbal Communication, Language Acquisition
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Ali Soyoof; Barry Lee Reynolds; Kan Kan Chan; Wen-Ta Tseng; Kate McLay – Computer Assisted Language Learning, 2025
Research has shown that massively multiplayer online role-playing games (MMORPGs) have the potential to offer language learning opportunities. However, there is a dearth of research exploring student attitudes about the potential of these games for language learning. We used the language learning principles framework proposed by Brown and Lee…
Descriptors: Foreign Countries, Computer Games, English (Second Language), Second Language Learning
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Serhat Güzel; Cevdet Yilmaz – JALT CALL Journal, 2025
Gamification has been studied in the context of English as a foreign language (EFL) teaching as an intriguing approach, and its impact on language skills and motivational states of learners has been an area of interest; however, further experimental and qualitative accounts on the matter are still required. Additionally, the construct of 'self' as…
Descriptors: Gamification, English (Second Language), Second Language Instruction, Program Effectiveness
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Ting-Chia Hsu; Mu-Sheng Chen – Education and Information Technologies, 2025
This study aimed to compare the effectiveness of the experiential learning cycle (ELC) and self-regulated learning (SRL), both implemented through a game-based approach (AI 2 Robot City board game), in fostering computational thinking (CT) and understanding of artificial intelligence (AI) applications in university level. The sample consisted of…
Descriptors: College Freshmen, Artificial Intelligence, Logical Thinking, Teaching Methods
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Xiaoli Huang; Wei Xu; Ruijia Liu – International Journal of Distance Education Technologies, 2025
This article presents a meta-analysis of the existing literature using Stata 18.0, focusing on the effects of ITSs on learning attitudes, knowledge acquisition, learner motivation, performance, problem-solving skills, test scores, and educational outcomes across different countries and educational levels (k = 30, g = 0.86). The findings suggest…
Descriptors: Intelligent Tutoring Systems, Outcomes of Education, Learning Motivation, Student Attitudes
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Matilda Ståhl; Katri Hansell; Sandra Bäck; Mattias Wingren – International Journal of Game-Based Learning, 2025
Playing video games engages children and youth and offers a potential for learning in general and situated language learning in particular. The aim of this paper is to explore the situated conditions and affordances for facilitating in-game interaction, as well as to discuss the language learning potential and educational implications of these…
Descriptors: Video Games, Cooperative Learning, Interaction, Children
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Ai-Jou Pan; Yea-Tzu Yuan; Pao-Nan Chou – SAGE Open, 2025
In the current technology-driven era, digital game-based learning (DGBL) has emerged as a practical approach for enhancing mathematics achievement among young students. It is believed that digital drill-and-practice educational games can replace traditional pen-and-paper drills in mathematics education and have a better influence on incorporating…
Descriptors: Mathematics Education, Mathematics Instruction, Educational Games, Game Based Learning
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Ray Breed; Riki Lindsay; Aden Kittel; Michael Spittle – Review of Educational Research, 2025
Effective teaching pedagogies and curriculum frameworks in school physical education have been regularly changing and widely debated. However, teachers have predominately used technical and sport-based approaches, but tactical game-centered approaches (TGAs) are becoming more common when teaching games in physical education. This review…
Descriptors: Physical Education, Teaching Methods, Outcomes of Education, Comparative Analysis
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Emerson, Andrew; Min, Wookhee; Azevedo, Roger; Lester, James – British Journal of Educational Technology, 2023
Game-based learning environments hold significant promise for facilitating learning experiences that are both effective and engaging. To support individualised learning and support proactive scaffolding when students are struggling, game-based learning environments should be able to accurately predict student knowledge at early points in students'…
Descriptors: Game Based Learning, Natural Language Processing, Prediction, Student Evaluation
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Obro, Sunday – International Journal of Learning and Change, 2023
In this study, it was examined whether the innovative instructional strategy of learning games would significantly increase students' learning outcome in the experimental groups and control groups. The study is a quasi-experimental research, which examined the effect of learning games instructional strategy on students' learning outcomes in eight…
Descriptors: Instructional Effectiveness, Instructional Innovation, Teaching Methods, Game Based Learning
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Pan, Yanjun; Ke, Fengfeng – Educational Technology Research and Development, 2023
Adopting a pretest-posttest experimental design with repeated measures, this study examined the effects of three types of game-based learning supports in the form of modeling on knowledge development that contributed to successful math problem solving and students' perceived game flow. Forty-one sixth-grade students participated in the study and…
Descriptors: Game Based Learning, Educational Games, Grade 6, Mathematics Instruction
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