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Freiermuth, Mark R. – Innovation in Language Learning and Teaching, 2017
In this project, 10 female Japanese students in the "Advanced Interpersonal Communication" course at a Japanese university used smartphone technology and a downloaded application to search for containers (called caches or geocaches) that had been hidden near the university campus by their instructor. The instructor placed different…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Telecommunications
Barreto, Daisyane; Vasconcelos, Lucas; Orey, Michael – Malaysian Journal of Learning and Instruction, 2017
Purpose: With video games being a source of leisure and learning, educators and researchers alike are interested in understanding children's motivation for playing video games as a way to learn. This study explores student motivation and engagement levels in playing two math video games in the game "Club Penguin." Method: This is a…
Descriptors: Student Motivation, Learner Engagement, Mathematics Instruction, Educational Games
Gorp, Karly; Segers, Eliane; Verhoeven, Ludo – Reading Research Quarterly, 2017
The effects of a word identification game aimed at enhancing decoding efficiency in poor readers were tested. Following a pretest-posttest-retention design with a waiting control group, 62 poor-reading Dutch second graders received a five-hour tablet intervention across a period of five weeks. During the intervention, participants practiced…
Descriptors: Decoding (Reading), Word Recognition, Reading Difficulties, Educational Games
Sun, Jerry Chih-Yuan; Kuo, Cian-Yu; Hou, Huei-Tse; Lin, Yu-Yan – Educational Technology & Society, 2017
The purposes of this study were to provide a game-based anti-phishing lesson to 110 elementary school students in Taiwan, explore their learning behavioral patterns, and investigate the effects of the flow states on their learning behavioral patterns and learning achievement. The study recorded behaviour logs, and applied a pre- and post-test on…
Descriptors: Educational Games, Electronic Learning, Educational Technology, Elementary School Students
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
Gafni, Ruti; Achituv, Dafni Biran; Rachmani, Gila Joyce – Journal of Information Technology Education: Research, 2017
Aim/Purpose: This study examines how the use of a Mobile Assisted Language Learning (MALL) application influences the learners' attitudes towards the process of learning, and more specifically in voluntary and mandatory environments. Background: Mobile devices and applications, which have become an integral part of our lives, are used for…
Descriptors: Second Language Instruction, Educational Technology, Technology Uses in Education, Telecommunications
Lukosch, Heide; Kurapati, Shalini; Groen, Daan; Verbraeck, Alexander – Electronic Journal of e-Learning, 2017
Games have been successfully used in educational settings for many years. Still, it is not known in detail which factors influence the use and effectiveness of educational games. The game environment, its technology, and other game mechanics are factors directly linked to the game itself. The player's experience with the subject of the game and/or…
Descriptors: Gender Differences, Cultural Differences, Cultural Background, Educational Games
Dunbar, Kristina; Ridha, Aala; Cankaya, Ozlem; Jiménez Lira, Carolina; LeFevre, Jo-Anne – Early Education and Development, 2017
Research Findings: Children who speak English are slower to learn the counting sequence between 11 and 20 compared to children who speak Asian languages. In the present research, we examined whether providing children with spatially relevant information during counting would facilitate their acquisition of the counting sequence. Three-year-olds…
Descriptors: Computation, Young Children, English, Spatial Ability
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
Tierney, William G., Ed.; Corwin, Zoë B., Ed.; Fullerton, Tracy, Ed.; Ragusa, Gisele, Ed. – Johns Hopkins University Press, 2017
The college application process--which entails multiple forms, essays, test scores, and deadlines--can be intimidating. For students without substantial school and family support, the complexity of this process can become a barrier to access. William G. Tierney, Tracy Fullerton, and their teams at the University of Southern California approach…
Descriptors: Postsecondary Education, Teaching Methods, Educational Games, Play
Johnson, Claire – Online Submission, 2017
"Game Maker" is widely used in UK secondary schools, yet under-researched in that context. This paper presents the findings of a qualitative case study that explores how authoring computer games using "Game Maker" can support the learning of basic programming concepts in a mainstream UK secondary setting. The research draws on…
Descriptors: Foreign Countries, Secondary School Students, Qualitative Research, Case Studies
Eligio, Ulises Xolocotzin; Ainsworth, Shaaron E.; Crook, Charles K. – Technology, Instruction, Cognition and Learning, 2014
This study explores what the microgenetic method can tell us about the way emotions change during computer-supported collaboration. It is applied to analyse fluctuations in three components of the challenge experience in a collaborative game: individuals' feelings of challenge, the similarity of these feelings with those of a partner, and their…
Descriptors: College Students, Females, Psychological Patterns, Emotional Response
Malliarakis, Christos; Satratzemi, Maya; Xinogalos, Stelios – Electronic Journal of e-Learning, 2014
Computer science is continuously evolving during the past decades. This has also brought forth new knowledge that should be incorporated and new learning strategies must be adopted for the successful teaching of all sub-domains. For example, computer programming is a vital knowledge area within computer science with constantly changing curriculum…
Descriptors: Computer Science Education, Educational Games, Computer Games, Programming
Ma, Yuxin; Williams, Doug; Prejean, Louise – Journal of Interactive Learning Research, 2014
Advocates of electronic educational games often cite the work on motivation to support the use of games in education. However, motivation alone is inadequate to facilitate learning. Many of the educational games that focused their game design solely on the motivational effect failed to be either educational or entertaining. Theory and research is…
Descriptors: Educational Games, Computer Games, Video Games, Instructional Effectiveness
Ritzhaupt, Albert; Poling, Nathaniel; Frey, Christopher; Johnson, Margeaux – Journal of Interactive Learning Research, 2014
This research reports the results of a literature synthesis conducted on digital gaming in education research literature. Seventy-three digital gaming research articles in education were identified through a systematic literature search and were coded across several relevant criteria. Our research indicates trends and patterns from empirical…
Descriptors: Computer Games, Educational Games, Educational Research, Literature Reviews

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