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Chen, Yen-Chun – EURASIA Journal of Mathematics, Science & Technology Education, 2017
As pupils are largely increased the opportunities to contact digital games, the effect of digital games has been broadly discussed and studied. Digital games no longer play the function of entertainment, but could assist students in more active learning and deeper and broader learning, when being applied to instruction. It is limited to learn in…
Descriptors: Educational Games, Computer Uses in Education, Computer Games, Student Motivation
Yürük, Nurcihan – Journal of Educational Technology and Online Learning, 2019
Games or gamified activities blended with traditional ways of teaching can be implemented as a useful strategy in foreign language classrooms. Gamification as a novel pedagogical approach offers opportunities in accordance with game elements and techniques that can be applied in nongame context like classroom. This study is about an online free…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Student Attitudes
Ibrahim, Karim – Foreign Language Annals, 2019
Video/digital games have grown into a mainstream language-mediated activity that attracts millions of foreign language (FL) learners worldwide. While empirical studies have demonstrated that digital game-based interactions offer valuable opportunities for FL practice and learning (e.g., Sundqvist & Wikström, 2015), little is known about the…
Descriptors: Case Studies, Computer Games, Semitic Languages, Second Language Learning
Bal, Mazhar – Contemporary Educational Technology, 2019
The aim of the study is to determine the contribution of gamification to writing skills of middle school students. For this study, a lesson plan has been developed to relate Writing and Authorship Skills lesson to the gamification for middle school students. From this lesson plan, it was tried to determine the effectiveness of the teaching…
Descriptors: Foreign Countries, Computer Games, Educational Games, Writing Instruction
Zippert, Erica L.; Daubert, Emily N.; Scalise, Nicole R.; Noreen, Gabriella D.; Ramani, Geetha B. – Developmental Psychology, 2019
The prevalence of tablet computer use among young children has risen dramatically, as have educational apps claiming to promote school readiness skills such as mathematical knowledge. Parents can contribute to their preschoolers' math readiness through the math talk they provide during everyday interactions in traditional nonelectronic activities.…
Descriptors: Parents, Play, Handheld Devices, Telecommunications
Cui, Yang; Chu, Man-Wai; Chen, Fu – Journal of Educational Data Mining, 2019
Digital game-based assessments generate student process data that is much more difficult to analyze than traditional assessments. The formative nature of game-based assessments permits students, through applying and practicing the targeted knowledge and skills during gameplay, to gain experiences, receive immediate feedback, and as a result,…
Descriptors: Educational Games, Student Evaluation, Data Analysis, Bayesian Statistics
Boldbaatar, Nomin; Sendurur, Emine – Journal of Educational Computing Research, 2019
The emergence of block-based environments aims to facilitate the problems caused by the abstractness of text-based languages. Recent studies generally focus on the effect of having block-based experience on programming education. This study is an attempt to observe the transfer of previous programming experiences (block-based vs. text-based) into…
Descriptors: Educational Games, Computer Games, Computer Simulation, Computer Software
Brunner, Melissa; Palmer, Stuart; Togher, Leanne; Hemsley, Bronwyn – International Journal of Language & Communication Disorders, 2019
Background: Social media can support people with communication disability to access information, social participation and support. However, little is known about the experiences of people with traumatic brain injury (TBI) who use social media to determine their needs in relation to social media use. Aims: To determine the views and experiences of…
Descriptors: Social Media, Communication Problems, Social Networks, Disabilities
Schneider, Joachim; Schaal, Steffen – Environmental Education Research, 2018
Geogames are complex location-based games for smartphones and they are part of a critical discussion within the community of environmental education. The aim of the study is to asses if smartphone games are suitable to foster connectedness to nature and if there are differences between a complex Geogame and a less-demanding treasure hunt. For this…
Descriptors: Telecommunications, Handheld Devices, Environmental Education, Computer Games
Pérez-Manzano, Antonio; Almela-Baeza, Javier – Comunicar: Media Education Research Journal, 2018
The current growth in gamification-based applications, and especially in what is known as Digital Game-based Learning (DGBL), is providing new opportunities with considerable educational potential. In the present study, we report on the results of the progress of a project for developing a setting for a gamified website carried out ad hoc,…
Descriptors: Educational Games, Science Careers, Adolescents, Computer Games
Godfrey, Zitto; Mtebe, Joel – International Journal of Education and Development using Information and Communication Technology, 2018
The lack of interest and negative attitude in learning mathematics have been described as one of the causes for the continue poor performance of the subject in primary schools and beyond in Tanzania. Despite several government's efforts to improve pass rate of mathematics, the use of digital games has not been well adopted. This study redesigned…
Descriptors: Numeracy, Negative Attitudes, Mathematics Education, Mathematics Achievement
Kim, Young Rae; Park, Mi Sun – Journal of Education and Training Studies, 2018
A virtual world was created using the popular sandbox game Minecraft to support the development of preservice teachers' knowledge for teaching mathematics. Preservice teachers explored the virtual world for a geometry activity involving area and volume problems. They then discussed how this integration of technology could support students'…
Descriptors: Mathematics Instruction, Preservice Teachers, Video Games, Computer Games
Buxó-Lugo, Andrés; Toscano, Joseph C.; Watson, Duane G. – Discourse Processes: A multidisciplinary journal, 2018
It is generally assumed that prosodic cues that provide linguistic information, like discourse status, are driven primarily by the information structure of the conversation. This article investigates whether speakers have the capacity to adjust subtle acoustic-phonetic properties of the prosodic signal when they find themselves in contexts in…
Descriptors: Intonation, Suprasegmentals, Cues, Discourse Analysis
Du, Jie; Wimmer, Hayden; Rada, Roy – Information Systems Education Journal, 2018
This study investigates the delivery of the "Hour of Code" tutorials to college students. The college students who participated in this study were surveyed about their opinion of the Hour of Code. First, the students' comments were discussed. Next, a content analysis of the offered tutorials highlights their reliance on visual…
Descriptors: College Students, Tutorial Programs, Student Surveys, Computer Games
Hooshyar, Danial; Yousefi, Moslem; Lim, Heuiseok – Journal of Educational Computing Research, 2018
Automated content generation for educational games has become an emerging research problem, as manual authoring is often time consuming and costly. In this article, we present a procedural content generation framework that intends to produce educational game content from the viewpoint of both designer and user. This framework generates content by…
Descriptors: Data, Educational Games, Reading Skills, Preschool Children