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Pappa, Giouli; Papadima-Sophocleous, Salomi – Research-publishing.net, 2019
This paper describes how a selected Commercial Off-The-Shelf (COTS) Serious Game (SG) was evaluated before being integrated into an English for Specific Purposes (ESP) curriculum. Echoing the concerns of language practitioners regarding the adoption of SGs into their teaching practices, this paper describes the steps and decisions taken before the…
Descriptors: English for Special Purposes, Language Teachers, Universities, Technology Integration
Funa, Aaron A.; Ricafort, Jhonner D. – Online Submission, 2019
As technology advances, the demand for innovative instructional materials also increases. As a result, the Department of Education urges teachers to develop instructional materials. This study was conducted at Bulusan National High School, Bulusan, Sorsogon, Philippines SY 2018-2019 which was aimed to develop gamified instructional materials in…
Descriptors: Instructional Materials, Material Development, Genetics, High School Students
Turner, Patrick E.; Johnston, Elizabeth; Kebritchi, Mansureh; Evans, Sally; Heflich, David A. – Cogent Education, 2018
Technological advances have provided educational institutions the capability to explore various online teaching strategies such as digital games in the classroom. Though games can be used to engage various learning styles and behaviors, the platform is mainly practiced at the secondary educational grade level with traditional-aged students. Little…
Descriptors: Computer Games, Influence of Technology, Academic Achievement, Nontraditional Students
Coles, Jane; Bryer, Theo – English in Education, 2018
In this article, we offer an account of a two-day workshop conducted with a group of postgraduate English and Drama student teachers, part of a larger AHRC-funded research project. Our focus is on reading and the reception of a canonical text, in this case Beowulf. We argue that taking a transmedia approach helps learners to think about the…
Descriptors: English Instruction, English Teachers, Workshops, Graduate Students
Çiftçi, Serdar – Turkish Online Journal of Educational Technology - TOJET, 2018
The aim of this research is to investigate, through data analysis, the studies conducted on the use of educational digital games by children. As part of this study, a search of the Science Direct, Web of Science, and ERIC databases was performed to identify the studies on this topic published within the last decade (2007 and 2017). From this…
Descriptors: Educational Games, Computer Games, Databases, Programming Languages
An, Yunjo – Educational Technology Research and Development, 2018
This study examined the effects of a graduate level, professional development (PD) course on teachers' perceptions, attitudes, self-efficacy, and behavioral intentions regarding the use of digital games in the classrooms, teacher involvement in educational game design, and constructionist gaming. Twenty-one teachers participated in the study. Both…
Descriptors: Faculty Development, Online Courses, Educational Games, Design
Rueb, Avery; Cardoso, Walcir; Grimshaw, Jennica – Research-publishing.net, 2018
"Prêt à Négocier" (PàN) is an interactive digital information gap game designed to help French students improve their interaction skills. In this study, we examined the effects of its use on improving French learners' vocabulary. Following a pretest/posttest design, we compared the development of 20 French words between an experimental…
Descriptors: Second Language Learning, Second Language Instruction, French, Vocabulary Development
Wahyudin, Didin; Hasegawa, Shinobu; Kamaludin, Apep – Education and Information Technologies, 2017
This paper describes the survey--conducted in Indonesian universities (UNIV) and high schools (HS)--whose concern is to examine preferences and influences of computer game for training. Comparing the students' viewpoint between both educational levels could determine which educational level would satisfy the need of MAGNITUDE--mobile serious game…
Descriptors: Universities, Computer Games, Foreign Countries, Student Attitudes
McLaren, Bruce M.; Adams, Deanne M.; Mayer, Richard E.; Forlizzi, Jodi – International Journal of Game-Based Learning, 2017
Excitement about learning from computer-based games has been papable in recent years and has led to the development of many educational games. However, there are relatively few sound empirical studies in the scientific literature that have shown the benefits of learning mathematics from games as opposed to more traditional approaches. The…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Middle School Students
Gregorcic, Bor; Bodin, Madelen – Physics Teacher, 2017
Algodoo (http://www.algodoo.com) is a digital sandbox for physics 2D simulations. It allows students and teachers to easily create simulated "scenes" and explore physics through a user-friendly and visually attractive interface. In this paper, we present different ways in which students and teachers can use Algodoo to visualize and solve…
Descriptors: Physics, Science Instruction, Teaching Methods, Simulation
Koivisto, Jaana-Maija; Niemi, Hannele; Multisilta, Jari; Eriksson, Elina – Education and Information Technologies, 2017
The growing use of game-based simulation in healthcare education reflects the opportunities afforded to learners by serious games, which simulate real-world situations and enable students to emulate the roles of healthcare professionals in a safe and engaging learning environment. As part of a design-based research project to design, test, and…
Descriptors: Nursing Education, Nursing Students, Experiential Learning, Computer Simulation
Durak, Gürhan; Cankaya, Serkan; Yünkül, Eyup; Taylan, Ufuk; Erten, Emine; Akpinar, Sükran – Online Submission, 2017
The purpose of this study was to investigate the influence of a game called Wild Web Woods (WWW) designed by the European Council for safe Internet use on secondary school students' safe Internet use. In line with this purpose, for the purpose of determining the students' awareness of safe Internet use, a total of 504 students from different…
Descriptors: Computer Games, Secondary School Students, Foreign Countries, Questionnaires
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin; Lin, Pei-Chun – Journal of Educational Computing Research, 2020
When learning to write Chinese characters, it is essential for students to learn and maintain the correct order of the strokes. Chinese teachers often use computer-supported drill and practice to develop students' ability to write in the correct order, but such devices are rarely designed to stimulate learners' memory-manipulation in cognitive…
Descriptors: Chinese, Orthographic Symbols, Cognitive Processes, Difficulty Level
Rutherford, Teomara; Liu, Allison S.; Lam, Arena S.; Schenke, Katerina – Journal of Research on Technology in Education, 2020
Self-beliefs are important determinants of student choice and success (Wigfield & Eccles, 2000) and are informed by student educational experiences, such as prior success with a task (Bandura, 1986). The potential for Computer-Based Interventions as self-belief-supporting learning environments is examined in this study, focusing on the…
Descriptors: Self Concept, Mastery Learning, Educational Experience, Intervention
Gajek, Elzbieta – Research-publishing.net, 2020
Crowdsourcing not only opens new perspectives within the general concept of Computer Assisted Language Learning (CALL), but also raises questions about ethics, motivation, and fair contribution. Technology offers platforms such as Duolingo, Bussu, and Babbel for learning languages with active contribution of the learners. Such applications reach…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Teaching Methods