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Mehmet Donmez; Kursat Cagiltay – Educational Technology & Society, 2024
This study investigated the design processes for developing eye training materials for children with low vision (CLV) using computer game applications based on eye movement tracking to enhance their vision skills. The primary aim was to create interactive eye training materials tailored to improve CLV's vision abilities. Employing a design-based…
Descriptors: Eye Movements, Visual Impairments, Parent Attitudes, Special Education Teachers
Guangxiang Liu; Yue Zhang; Rui Zhang – Journal of Multilingual and Multicultural Development, 2024
Focusing on how a world of possibilities is opened up by language learners themselves, imagination has been regarded as an elusive but indispensable element in second language (L2) education. Drawing on notions of international posture (Yashima 2002), Ideal L2 Self (Dörnyei 2009), and imagined communities (Norton 2001), we theorised imagination…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Self Concept
Edmond B. Walsh – ProQuest LLC, 2024
Esports has been adopted by high schools across the country and around the world as a school-based opportunity for students to engage in competitive video gaming. Growth of esports in secondary schools has been informed independently by student and industry interests, leaving school administrators little understanding surrounding the motives and…
Descriptors: Video Games, Competition, Student Empowerment, High School Students
Kun Huang; Ching-Huei Chen – Journal of Computer Assisted Learning, 2025
Background: Digital game-based learning (DGBL) has shown promise in enhancing learning and motivation, with appropriate scaffolding playing a crucial role in facilitating student inquiries and knowledge acquisition through science games. While scaffolding is generally effective in promoting learning in DGBL, there is variability among different…
Descriptors: Video Technology, Educational Technology, Artificial Intelligence, Computer Mediated Communication
Chang, Chi-Cheng; Yang, Szu-Ting – International Journal of Educational Technology in Higher Education, 2023
There has been a little research on emotion, cognitive load, or learning performance for digital game-based learning (DGBL). However, there is still a dearth of research on investigating the interactive effects of scaffolding DGBL and cognitive style on the above three outcomes. Participants were 97 middle-aged and elder adults from a community…
Descriptors: Adult Learning, Adults, Emotional Response, Cognitive Processes
Feng, Mengmeng; Zhou, Guangdong – International Journal of Behavioral Development, 2023
This study investigated the longitudinal trajectories of peer rejection and their predictive effects on Internet gaming addiction among Chinese children. The sample comprised 818 students from Grades 1 to 3 (M = 8.30, SD = 1.11, 51.3% boys). Peer rejection was assessed using peer nominations in five waves over a period of 2.5 years, and Internet…
Descriptors: Foreign Countries, Elementary School Students, Grade 1, Grade 2
Meishar-Tal, Hagit; Kesler, Avital – Interactive Learning Environments, 2023
This study describes an action research study conducted by a teacher who used a digital game generator as a tool to develop thinking skills among primary school students with learning difficulties. Ten 4th-grade students participated in the programme. The students met with the teacher twice a week for six months. The meetings included creating…
Descriptors: Elementary School Students, Grade 4, Learning Problems, Computer Games
Khamitova, Makpal; Tymbolova, Altynay; Omarbayeva, Gulmira; Zholshayeva, Maira – Education and Information Technologies, 2023
The research aims to prove the effectiveness of introducing linguoculturology, sociolinguistics, ethnolinguistics, pragmastilistics and psycholinguistics using augmented reality tools into the learning process. For this, the method of quasi-experiment was used. The study involved 75 students studying the Kazakh language at the Department of Kazakh…
Descriptors: Psycholinguistics, Sociolinguistics, Foreign Countries, Computer Simulation
Yang, Yu-Fen; Goh, Alexis P. I.; Hong, Yi-Chun; Chen, Nian-Shing – Computer Assisted Language Learning, 2023
Few studies have focused on the comparison between collaborative and individual digital game-based learning (DGBL) performance for students who study English as a Foreign Language (EFL). In collaborative DGBL, how the composition of foreign language anxiety (FLA) within groups of students affects students' performance remains uncertain. This study…
Descriptors: Elementary School Students, Second Language Learning, Anxiety, Cooperation
Fathi Ihmeideh – Journal of Education in Muslim Societies, 2023
Children are growing up in a media-rich digital environment where they are immersed in new technologies in unprecedented ways. Digital games are one of these technologies, and young children play a wide range of digital games. Research studies suggest that digital games support children's learning and development. The paper aims to assess digital…
Descriptors: Kindergarten, Grade 1, Grade 2, Grade 3
McAllister, Ken S.; Ruggill, Judd Ethan – American Journal of Play, 2018
The authors discuss the relationship of death and play as illuminated by computer games. Although these games, they argue, do illustrate the value of being--and staying--alive, they are not so much about life per se as they are about providing gamers with a playground at the edge of mortality. Using a range of visual, auditory, and rule-based…
Descriptors: Death, Play, Correlation, Computer Games
Safiena, Sufiana; Goh, Yang Miang – Journal of Engineering Education, 2022
Background: Previous research has shown that the inability to identify hazards is the leading cause of workplace accidents and fatalities. The lack of competency in hazard identification implies a crucial need to improve the teaching and learning approaches in construction safety training and education. Purpose/Hypothesis: This study developed the…
Descriptors: Hazardous Materials, Accidents, Work Environment, Educational Games
Çoban, Murat; Göktas, Yüksel – Smart Learning Environments, 2022
One of the most important reasons for deaths and injuries caused by earthquakes is that society does not have sufficient knowledge of appropriate protective behaviors during an earthquake. The purpose of this study is to evaluate the effectiveness of different educational practices in providing primary school students with the knowledge of…
Descriptors: Training Methods, Seismology, Emergency Programs, Instructional Effectiveness
Turan, Zeynep; Kucuk, Sevda; Karabey, Sinem Cilligol – Participatory Educational Research, 2022
This study aimed to investigate the pre-service teachers' behavioural intentions about using gamification tools and the critical factors affecting their usage. The data were collected from 313 pre-service teachers from two large-scale universities in Turkey through a questionnaire with seven constructs: perceived ease of use, usefulness,…
Descriptors: Preservice Teachers, Intention, Educational Games, Student Attitudes
Demir, Ayse – International Education Studies, 2022
The presents study sought the impact of gaming on the fear of missing out on social media and compared these variables by the participants' demographic characteristics. A total of 94 e-Sports players, 9 females (9.6%) and 85 males (90.4%), participated in the research. The data were collected using a demographic information form, the Digital Game…
Descriptors: Foreign Countries, Computer Games, Addictive Behavior, Fear

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