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Robson, Karen – Journal of Marketing Education, 2019
Gamification is increasingly being implemented in higher education to engage students. This article presents a gamified pedagogical exercise intended to motivate students to consider how their in-person and digital behaviors affect their personal brands. Students receive and lose points for various behaviors and reflect on whether these behaviors…
Descriptors: Assignments, Higher Education, Teaching Methods, Student Behavior
Yerys, Benjamin E.; Bertollo, Jennifer R.; Kenworthy, Lauren; Dawson, Geraldine; Marco, Elysa J.; Schultz, Robert T.; Sikich, Linmarie – Journal of Autism and Developmental Disorders, 2019
The presence of attention deficit/hyperactivity disorder (ADHD) symptoms in children with autism spectrum disorder (ASD) is associated with worse cognitive control. Children with ASD and ADHD often respond poorly to medications, thus we need alternative treatments. We examined the feasibility, acceptability, and preliminary efficacy of Project…
Descriptors: Autism, Pervasive Developmental Disorders, Attention Deficit Hyperactivity Disorder, Symptoms (Individual Disorders)
Srisawasdi, Niwat; Panjaburee, Patcharin – Journal of Science Education and Technology, 2019
Many studies have used the potential of computer games to promote students' attitudes toward learning and increase their learning performance. A few studies have transformed scientific content into computer games or developed games with scientific content. In this paper, we employed students' common misconceptions of chemistry regarding the…
Descriptors: Program Implementation, Computer Games, Active Learning, Inquiry
Ekinci, Nurullah Emir; Yalcin, Ilimdar; Ayhan, Cihan – World Journal of Education, 2019
The aim of this study was to examine the loneliness levels of students at the middle school level and their digital game addictions in terms of various variables. The study group consisted of 404 volunteer students in 5th-8th grade in Kutahya, Turkey. As data collection tools, "Digital Game Addiction Scale", developed by Lemmens et al.…
Descriptors: Psychological Patterns, Middle School Students, Foreign Countries, Computer Games
Denham, André R. – British Journal of Educational Technology, 2019
Currently there are few pedagogical models available for mathematics teachers who are interested in digital game-based learning. The Play Curricular-activity Reflection and Discussion (PCaRD) model attempts to address this, but lacks the needed exploratory research on its implementation within formal mathematics classrooms. Through the use of…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Technology, Computer Games
Marín, B.; Frez, J.; Cruz-Lemus, J.; Genero, M. – ACM Transactions on Computing Education, 2019
Context: Programming courses are compulsory for most engineering degrees, but students' performance on these courses is often not as good as expected. Programming is difficult for students to learn, given that it includes a lot of new, complex, and abstract topics. All of this has led experts to the conclusion that new teaching techniques are…
Descriptors: Programming, Game Based Learning, Engineering Education, College Freshmen
Nguyen, Huy; Wang, Yeyu; Stamper, John; McLaren, Bruce M. – International Educational Data Mining Society, 2019
Knowledge components (KCs) define the underlying skill model of intelligent educational software, and they are critical to understanding and improving the efficacy of learning technology. In this research, we show how learning curve analysis is used to fit a KC model--one that was created after use of the learning technology--which can then be…
Descriptors: Middle School Students, Knowledge Representation, Models, Computer Games
Dolawattha, D. D. M.; Premadasa, H. K. S. – International Journal of Information and Communication Technology Education, 2021
In this study, the authors are concerned about influencing factors on mobile learning tools for the applicable and sustainable mobile learning environment. The authors proposed an impact model with five influencing factors namely usefulness, interactivity, motivation, facilitating conditions, and ease of use. The 60 students and 60 teachers in…
Descriptors: Telecommunications, Handheld Devices, Higher Education, Models
Kulju, Pirjo; Mäkinen, Marita – Journal of Early Childhood Literacy, 2021
This study explored what kinds of phonological strategies are used by children and how they scaffold each other while they solve tasks in a digital literacy game. The theoretical basis of this study lies in Vygotsky's thoughts on the role of social interaction in learning and in the concept of peer scaffolding. The data included eight videotaped…
Descriptors: Foreign Countries, Phonology, Peer Teaching, Video Technology
Ye, Li; Wang, Ruoyan; Zhao, Jing – Journal of Educational Computing Research, 2021
In recent years, more serious games are used in different learning areas to improve the process of knowledge acquisition and learning outcomes. This study discusses a game mode based on a jigsaw puzzle with scaffolding-aid for cultural heritage learning. A case study using an historical pattern from China examines the effectiveness of improving…
Descriptors: Performance Factors, Learning Motivation, Cultural Background, Heritage Education
Katemba, Caroline V.; Sinuhaji, Grace V. – International Journal of Game-Based Learning, 2021
The teaching of vocabulary is essential in the world of teaching English as a foreign language (EFL). EFL learners have problems in learning vocabulary. To attract the students' attention, the teachers should have adequate teaching methods. One of the teachers' efforts to engage the students is by applying ESA (engage, study, and activate) through…
Descriptors: Foreign Countries, Second Language Instruction, English (Second Language), Teaching Methods
Feng, Xuanqi; Yamada, Masanori – Educational Technology & Society, 2021
It is challenging to utilize learning analytic technologies to examine gameplay log data for game-embedded assessment in the field of game-based learning. Analytical approaches based on a new perspective focusing on complicated contextual data are imperative in the current scenario. A relatively new concept called precision education, which…
Descriptors: Learning Analytics, Behavior Patterns, Informal Education, Game Based Learning
Gök, Mustafa; Inan, Mevlüt – Journal of Research and Advances in Mathematics Education, 2021
Students' conceptual understanding and mathematical process skills can be improved through digital games in mathematics education. The starting point of this study is the idea of having students encounters this kind of environment. The study didactically describes the process of 6th-grade students' experiences of a digital game-based learning…
Descriptors: Game Based Learning, Mathematics Instruction, Mathematical Concepts, Concept Formation
Wang, Fu Lee; Zhang, Ruofei; Zou, Di; Au, Oliver Tat Sheung; Xie, Haoran; Wong, Leung Pun – Knowledge Management & E-Learning, 2021
In recent years, mobile applications (apps) have been increasingly used and investigated as a vocabulary learning approach. Despite the extensive use of commercial English as a Foreign Language (EFL) vocabulary learning apps in China, there is a lack of a review of these apps for a systematic understanding of the components and usefulness of…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
An, Yunjo – International Journal of Technology in Education, 2021
This paper discusses the history of the instructional design and technology field in four major time periods: (1) 1900s-1930s, (2) World War II-1970s, (3) 1980s-1990s, and (4) 21st century. Since the 20th century has been discussed in detail in earlier works, this paper puts more focus on the 21st century section, which includes discussions of…
Descriptors: Instructional Design, Educational History, Social Media, Game Based Learning

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