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Vungthong, Sompatu – rEFLections, 2018
The 21st century marks the digital era which is characterised by advanced technology and witnesses the increasing use of visual design in the realm of education. Despite various studies addressing the roles of visual design, there is still limited understanding of its roles in electronic educational materials, especially for language learning and…
Descriptors: Visual Aids, Design, English (Second Language), Second Language Learning
Utku, Özlem; Dolgunsöz, Emrah – International Online Journal of Education and Teaching, 2018
The current study aimed to examine the effect of online vocabulary games on teaching new words to young learners of EFL. For this aim, 46 Turkish 5th grade EFL students in a state school were assigned into control and experimental groups. Both groups studied 22 words in 6 instructional sessions conducted in 6 subsequent weeks in the second…
Descriptors: Foreign Countries, Teaching Methods, Computer Games, Educational Technology
Fokides, Emmanuel – Education and Information Technologies, 2018
The study presents the results of a project in which a series of digital games were used for teaching Mathematics to first, fourth, and sixth-grade primary school students (ages 6-7, 8-9, and 11-12). Mathematics was selected as the teaching subject because of the difficulties students face in understanding basic math concepts. Although digital…
Descriptors: Elementary School Students, Elementary School Mathematics, Educational Games, Computer Games
Finco, Mateus David; Rocha, Richard Santin; Fão, Rafael Wailla; Santos, Fabiana – International Journal of Game-Based Learning, 2018
The aim of this article was to analyze how players of Pokémon GO could adopt a healthier and active lifestyle meanwhile or after using the game, observing how active they could become in their daily routines. The methodology involved a qualitative analysis involving a sample with players who were invited to complete an online questionnaire to…
Descriptors: Physical Activities, Qualitative Research, Life Style, Questionnaires
Cruaud, Caroline – Innovation in Language Learning and Teaching, 2018
There is increased interest in the use of gamification as an innovative practice in the field of training and education. Based on the use of game mechanics, gamification aims at engaging students in their learning. However, there is not much research on the use of gamification in school settings, especially when it comes to foreign language…
Descriptors: French, Second Language Learning, Second Language Instruction, Play
Chuang, Tsung-Yen; Huang, Yun-Hsuan – Creativity Research Journal, 2015
Mobile technology has rapidly made digital games a popular entertainment to this digital generation, and thus digital game design received considerable attention in both the game industry and design education. Digital game design involves diverse dimensions in which digital game story design (DGSD) particularly attracts our interest, as the…
Descriptors: Creativity, Interrater Reliability, Construct Validity, Creativity Tests
Ljung-Djärf, Agneta; Åberg-Bengtsson, Lisbeth; Ottosson, Torgny; Beach, Dennis – Environmental Education Research, 2015
This article is part of a larger project focusing upon explanatory illustrations that children encounter in pre- and primary school education. The research questions concerned (a) how preschool children make sense of iconic symbols when placing items of refuse on illustrations of refuse bins in a sorting task and (b) what stumbling blocks they…
Descriptors: Preschool Children, Comprehension, Task Analysis, Pictorial Stimuli
Baker, Joseph M.; Martin, Taylor; Aghababyan, Ani; Armaghanyan, Armen; Gillam, Ronald – Technology, Knowledge and Learning, 2015
Advances in educational neuroscience have made it possible for researchers to conduct studies that observe concurrent behavioral (i.e., task performance) and neural (i.e., brain activation) responses to naturalistic educational activities. Such studies are important because they help educators, clinicians, and researchers to better understand the…
Descriptors: Computer Games, Mathematics, Neurosciences, Brain
Scholz, Kyle – CALICO Journal, 2017
Massively multiplayer online role-playing games like World of Warcraft are ideally suited to encourage and facilitate second language development (SLD) in the extramural setting, but to what extent do the language learners' actual trajectories of gameplay contribute to SLD? With the current propensity to focus research in digital game-based…
Descriptors: Computer Games, Simulated Environment, Second Language Learning, Teaching Methods
Kilic, Abdullah Faruk; Güzeller, Cem Oktay – Malaysian Online Journal of Educational Technology, 2017
This study aimed at determining the impact of demographic factors on the Internet usage purposes of high school students. The population of the study consisted of students between 9th and 12th grades from the Anatolian high schools, science high schools, social sciences high schools, sports high schools and fine arts high schools in Turkey. The…
Descriptors: High School Students, Internet, Foreign Countries, Questionnaires
Stereogame: An Interactive Computer Game That Engages Students in Reviewing Stereochemistry Concepts
da Silva, Jose´ Nunes, Jr.; Lima, Mary Anne Sousa; Moreira, Joao Victor Xerez; Alexandre, Francisco Serra Oliveira; de Almeida, Diego Macedo; de Oliveira, Maria da Conceicao Ferreira; Leite, Antonio Jose´ Melo, Jr. – Journal of Chemical Education, 2017
This report provides information about an interactive computer game that allows undergraduate students to review individually stereochemistry topics in an engaging way by responding to 230 novel questions distributed at three difficulty levels. Responses from students and instructors who have played the game have been quite positive. Stereogame is…
Descriptors: Undergraduate Students, College Science, Science Instruction, Computer Uses in Education
Prestridge, Sarah – Technology, Pedagogy and Education, 2017
Teachers' current uses of technologies still tend to replicate traditional and/ or administrative practices, with research indicating that the pedagogies required for the effective integration of educational technologies are not yet in evidence amongst the majority of teachers. In order to conceptualise what could be considered effective…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Case Studies
Stricker, Andrew, Ed.; Calongne, Cynthia, Ed.; Truman, Barbara, Ed.; Arenas, Fil, Ed. – IGI Global, 2017
Recent technological advances have opened new platforms for learning and teaching. By utilizing virtual spaces, more educational opportunities are created for students who cannot attend a physical classroom environment. "Integrating an Awareness of Selfhood and Society into Virtual Learning" is a pivotal reference source that discusses…
Descriptors: Virtual Classrooms, Internet, Computer Science Education, Computer Games
Terzidou, Theodouli; Tsiatsos, Thrasyvoulos; Miliou, Christina; Sourvinou, Athanasia – IEEE Transactions on Learning Technologies, 2016
This study proposes and applies a novel concept for an AI enhanced serious game collaborative environment as a supplementary learning tool in tertiary education. It is based on previous research that investigated pedagogical agents for a serious game in the OpenSim environment. The proposed AI features to support the serious game are the…
Descriptors: Educational Games, Computer Games, Artificial Intelligence, Student Attitudes
Coyle, Emily F.; Liben, Lynn S. – Child Development, 2016
Gender schema theory (GST) posits that children approach opportunities perceived as gender appropriate, avoiding those deemed gender inappropriate, in turn affecting gender-differentiated career trajectories. To test the hypothesis that children's gender salience filters (GSF--tendency to attend to gender) moderate these processes, 62 preschool…
Descriptors: Females, Play, Gender Differences, Individual Differences