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Berry, David Malcolm – MEXTESOL Journal, 2021
This paper investigates the effectiveness of students playing the "Spaceteam ESL" video game to enhance their pronunciation of English words and sentences. To achieve this goal, the researcher conducted a quasi-experimental pretest-posttest research design. The formation of the experimental group and control group employed the practice…
Descriptors: Pronunciation Instruction, Teaching Methods, Comparative Analysis, Instructional Effectiveness
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Yoleri, Sibel; Uyumaz, Gizem – Journal of Educational Technology and Online Learning, 2021
In this research, it is aimed to evaluate the effectiveness of digital game design and escape room training given to teachers working with gifted students in Science and Art Centers within the scope of 4005 Science and Society Innovative Education Practices Program supported by The Scientific and Technological Research Council of Turkey (TÜBITAK)…
Descriptors: Program Effectiveness, Educational Games, Video Games, Design
Rahimi, Seyedahmad; Shute, Valerie; Kuba, Renata; Dai, Chih-Pu; Yang, Xiaotong; Smith, Ginny; Alonso Fernández, Cristina – Grantee Submission, 2021
We examined the use and effectiveness of an incentive system--one of the five elements of a theory-based motivational architecture in educational games that we proposed--in a computer-based physics game on students' learning and performance. The incentive system's purpose was to motivate students to access learning supports designed to facilitate…
Descriptors: Educational Games, Incentives, Student Motivation, Program Effectiveness
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Pattemore, Matthew; Gilabert, Roger – Language Learning Journal, 2023
This study investigates the provision of two types of auditory elaborative automated digital feedback (metalinguistic and informational) in the context of a digital game for reading skills development in English as a foreign language. Nineteen 11-year-old Spanish-Catalan school children played through two digital minigames while their…
Descriptors: Eye Movements, Spanish, Romance Languages, English (Second Language)
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Graham, Sage L. – Multilingua: Journal of Cross-Cultural and Interlanguage Communication, 2019
As digital interactions become more global, individuals who bring divergent practices 'to the keyboard' must interact with other participants who come to the digital space with different cultural norms and expectations. This study explores the interface between local expectations and global practice through emoji use in online gaming -- a venue…
Descriptors: Computer Mediated Communication, Cultural Differences, Computer Games, Nonverbal Communication
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Rodriguez Rocha, Norma Patricia; Kim, Hyekyeong – Health Education & Behavior, 2019
Background: An adequate intake of fruits and vegetables (FVI) has shown benefits for reduced risk of manifesting chronic diseases. Thus, development of effective interventions to promote FVI is paramount. Aim: To assess the effectiveness of eHealth interventions for FVI targeted to healthy population, in comparison with control groups, and…
Descriptors: Food, Nutrition, Eating Habits, Program Effectiveness
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Sarigoz, Okan – Educational Policy Analysis and Strategic Research, 2019
Virtual reality, although it is in the real world, is a three-dimensional simulation model that brings users to a different environment with computer-generated graphics, video and audio, and enables communication with the media. Virtual reality is the imitation of the physical structure from a real world or an imaginary world in a…
Descriptors: Computer Simulation, Simulated Environment, Educational Technology, Technology Uses in Education
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Alsuhaymi, Dhaifallah; Alzebidi, Ali – Turkish Online Journal of Educational Technology - TOJET, 2019
This study applied a qualitative approach to shed light on computer teachers' perception of video games and the barriers toward integrating these games into their teaching. The data were gathered through face-to-face interviews with 22 Saudi teachers from the Eastern Province of Saudi Arabia. The results show that teachers in Saudi schools hold a…
Descriptors: Foreign Countries, Teacher Attitudes, Video Games, Computer Uses in Education
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Teng, Zhaojun; Nie, Qian; Guo, Cheng; Zhang, Qian; Liu, Yanling; Bushman, Brad J. – Developmental Psychology, 2019
Although adolescents around the world play video games, little is known about their longitudinal effects on adolescents from Eastern countries. This large longitudinal violent video game study has 4 strengths. First, it is the first longitudinal study conducted with Chinese adolescents. Second, it examines moral disengagement as a possible…
Descriptors: Foreign Countries, Adolescents, Video Games, Violence
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Zeng, Hui; Zhou, Shao-Na; Hong, Gui-Rong; Li, Qiu-ye; Xu, Shao-Qiu – Journal of Baltic Science Education, 2020
In recent years, game-based learning has attracted much attention in education; however, the effectiveness of game-based learning is still not solidly confirmed. In the present research, a game-based learning in the physics domain with guides provided direct and immediate feedback. The research was conducted among three different groups: the…
Descriptors: Science Instruction, Physics, Game Based Learning, Educational Technology
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Porter, C. D.; Smith, J. R. H.; Stagar, E. M.; Simmons, A.; Nieberding, M.; Orban, C. M.; Brown, J.; Ayers, A. – Physical Review Physics Education Research, 2020
Recent years have seen a resurgence of interest in using virtual reality (VR) technology to benefit instruction, especially in physics and related subjects. As VR devices improve and become more widely available, there remains a number of unanswered questions regarding the impact of VR on student learning and how best to use this technology in the…
Descriptors: Physics, Science Instruction, Video Games, Computer Simulation
Pamela Sveitlana Gibbs – ProQuest LLC, 2020
Advancements in technology have increased so rapidly that calls for education reform centering on STEM have become louder and louder. Particularly, many researchers and educators are focusing on math, because of its pivotal role in STEM, and the low-performance ratings of students within the United States. One of the potential reforms being…
Descriptors: Educational Technology, Game Based Learning, Video Games, Middle School Students
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Finke, Erinn H.; Wilkinson, Krista M.; Hickerson, Benjamin D. – Journal of Autism and Developmental Disorders, 2017
The purpose of this study was to understand the social referencing behaviors of children with and without autism spectrum disorder (ASD) while visually attending to a videogame stimulus depicting both the face of the videogame player and the videogame play action. Videogames appear to offer a uniquely well-suited environment for the emergence of…
Descriptors: Eye Movements, Autism, Pervasive Developmental Disorders, Social Behavior
Adam Beatty – ProQuest LLC, 2017
The research underlying this dissertation consisted of a mixed-methods approach seeking to observe any changes in an adult learner's leadership behavior scores after participating in an online collaborative leadership exercise in the game Minecraft. After measuring the quantitative differences, it was discovered that participation in the online…
Descriptors: Adults, Adult Education, Adult Students, Leadership
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Catherine Burwell – English Journal, 2017
Currently, more than 50 of the top 100 YouTube channels feature gameplay, a popularity largely fueled by young audiences. Let's Play videos (often known simply as LPs) typically include gameplay footage accompanied by simultaneous commentary recorded by the player. This article explores three ways English educators might use Let's Play videos and…
Descriptors: Video Games, English Instruction, Literacy, Video Technology
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