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Huang, Biyun; Hwang, Gwo-Jen; Hew, Khe Foon; Warning, Peter – Distance Education, 2019
Gamification offers potential for improving students' online discussion quantity and the depth of discussion content. However, very few studies have examined the social network patterns when students are posting and providing peer-feedback to each other in gamification-based environments. In response to those gaps, this study used a learning…
Descriptors: Computer Games, Peer Relationship, Comparative Analysis, Feedback (Response)
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Milner, Rachel; Parrish, Jonathan; Wright, Adrienne; Gnarpe, Judy; Keenan, Louanne – Journal of College Science Teaching, 2015
In a large-enrollment, introductory biochemistry course for nonmajors, the authors provide students with formative feedback through practice questions in PDF format. Recently, they investigated possible benefits of providing the practice questions via an online game (Brainspan). Participants were randomly assigned to either the online game group…
Descriptors: Biochemistry, Nonmajors, Science Instruction, College Science
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González Ibánez, José de Jesús Luis; Wang, Alf Inge – International Journal of Game-Based Learning, 2015
The emergence of gesture-based computing and inexpensive gesture recognition technology such as the Kinect have opened doors for a new generation of educational games. Gesture based-based interfaces make it possible to provide user interfaces that are more nature and closer to the tasks being carried out, and helping students that learn best…
Descriptors: Recycling, Educational Games, Computer Games, Nonverbal Communication
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Neville, David O. – ReCALL, 2015
The article reports on a mixed-methods study evaluating the use of a three-dimensional digital game-based language learning (3D-DGBLL) environment to teach German two-way prepositions and specialized vocabulary within a simulated real-world context of German recycling and waste management systems. The study assumed that goal-directed player…
Descriptors: Mixed Methods Research, Educational Games, Video Games, Computer Games
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Marchetti, Emanuela; Valente, Andrea – Electronic Journal of e-Learning, 2015
In this paper we consider the problem of making design of digital games accessible to primary school children and their teachers, and we argue for the need of digital games that are easy to alter by young learners. We know from previous research projects that digital games do not enable children to express their creativity at full, in contrast…
Descriptors: Educational Technology, Elementary School Students, Video Games, Computer Games
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Dickey, Michele D. – Interactive Learning Environments, 2015
The purpose of this study is to investigate teachers' perceptions of the integration of digital games for K-12 education. Specifically, this qualitative investigation focuses on reflective dialogued gathered from a group of K-12 educators about their experiences and perceptions of learning about and playing digital games for teaching and learning.…
Descriptors: Computer Games, Qualitative Research, Elementary School Teachers, Secondary School Teachers
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Cleghorn, Jack; Griffiths, Mark D. – Digital Education Review, 2015
The present study investigated the phenomenon of buying "virtual assets" for game avatars. Virtual Assets are items that are bought with real-world money for an avatar in-game. Weapons, items, pets, mounts and skin customisations are the most popular examples. Using a qualitative methodology--in this case Interpretative phenomenological…
Descriptors: Purchasing, Computer Simulation, Video Games, Qualitative Research
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Laine, Teemu H.; Sedano, Carolina Islas – Educational Technology & Society, 2015
Pervasive worlds are computing environments where a virtual world converges with the physical world through context-aware technologies such as sensors. In pervasive worlds, technology is distributed among entities that may be distributed geographically. We explore the concept, possibilities, and challenges of distributed pervasive worlds in a case…
Descriptors: Games, Physical Activities, Information Technology, Design
Frydenberg, Mark – International Association for Development of the Information Society, 2015
Teaching students to create computer games has become a common practice in both K-12 and tertiary education to introducing programming concepts, increasing student engagement, and recruiting majors and minors in technology fields. This study describes a project where first-year college students in an introductory technology concepts course use a…
Descriptors: Computer Games, Computer Science Education, Programming, Introductory Courses
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de Bree, Elise; van der Ven, Sanne; van der Maas, Han – Language Learning and Development, 2017
According to the Integration of Multiple Patterns hypothesis (IMP; Treiman & Kessler, 2014), the spelling difficulty of a word is affected by the number of cues converging on the correct answer. We tested this hypothesis in children's regular past tense formation in Dutch. Past tenses are formed by adding either-"de"…
Descriptors: Indo European Languages, Cues, Error Patterns, Regression (Statistics)
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Tsai, Chia-Hui; Cheng, Ching-Hsue; Yeh, Duen-Yian; Lin, Shih-Yun – Education and Information Technologies, 2017
This study applied a quasi-experimental design to investigate the influence and predictive power of learner motivation for achievement, employing a mobile game-based English learning approach. A system called the Happy English Learning System, integrating learning material into a game-based context, was constructed and installed on mobile devices…
Descriptors: Learning Motivation, Case Studies, English (Second Language), Second Language Learning
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Hadjistassou, Stella Kyprou – International Journal of Virtual and Personal Learning Environments, 2017
This article explores the underlying processes involved as two experienced Portuguese as a foreign language instructors, who are novices to 3D technologies, became immersed in the epistemology of teaching in a 3D context. The two instructors undertook a challenging initiative to develop and deliver two sections of oral Portuguese in a 3D…
Descriptors: Portuguese, Second Language Learning, Second Language Instruction, Language Teachers
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An, Yun-Jo; Cao, Li – International Journal of Game-Based Learning, 2017
In order to better understand teachers' perspectives on the design and development of digital game-based learning environments, this study examined the characteristics of digital learning games designed by teachers. In addition, this study explored how game design and peer critique activities influenced their perceptions of digital game-based…
Descriptors: Qualitative Research, Computer Games, Video Games, Design
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Khan, Amna; Ahmad, Farzana Hayat; Malik, Muhammad Muddassir – Education and Information Technologies, 2017
This study aimed to identify the impact of a game based learning (GBL) application using computer technologies on student engagement in secondary school science classrooms. The literature reveals that conventional Science teaching techniques (teacher-centered lecture and teaching), which foster rote learning among students, are one of the major…
Descriptors: Secondary School Students, Science Instruction, Instructional Design, Gender Differences
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Calvo-Ferrer, José Ramón – British Journal of Educational Technology, 2017
According to different authors, computer games not only teach contents and skills, but also do so in a more efficient manner, allowing long-lasting learning. However, there is still little consensus on this matter as different studies put their educational benefits into question, especially when used without instructional support. An empirical…
Descriptors: Educational Games, Vocabulary Development, Regression (Statistics), Computer Games
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