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Jon-Chao Hong, Editor – Lecture Notes in Educational Technology, 2024
This book presents the selected papers of the 5th International Conference on Advance in Education and Information Technology (AEIT 2024), which was held in Nagoya, Japan, 2024 January 5-7. With a worldwide increase in technology-enhanced learning in school and industry settings, there has been a progressive increase in the implementation of new…
Descriptors: Technology Uses in Education, Educational Technology, Information Technology, Case Studies
Coralie Portier-Charneau; Mylene Sanchiz – Information and Learning Sciences, 2024
Purpose: This paper aims to examine whether the instructional message used to introduce game-based learning (GBL), prior knowledge, flow and prior gaming experience have an impact on secondary students' learning outcomes, perceived game utility and motivation to use the game. Design/methodology/approach: Fifty-four 9th grades students enrolled in…
Descriptors: Foreign Countries, Secondary School Mathematics, Secondary School Students, Secondary School Teachers
Demetrios G. Sampson, Editor; Dirk Ifenthaler, Editor; Pedro Isaías, Editor – Cognition and Exploratory Learning in the Digital Age, 2024
This edited volume presents the latest research focussing on current challenges on the deployment of smart technologies and pedagogies for supporting teaching and learning in the post-covid19 era. This is at the core of studying the evolution of the learning process, the role of technology-supported pedagogical approaches, and the progress of…
Descriptors: Teaching Methods, Influence of Technology, Educational Technology, Professional Development
Effects of Gamified Grammar and Vocabulary Learning in an English Course on EFL Students in Thailand
Nur Lailatur Rofiah; Budi Waluyo – Teaching English with Technology, 2024
The present study investigated the effects of gamified grammar and vocabulary learning using Kahoot!, Quizizz, and Quizlet on learning performance, motivation, enjoyment, anxiety, and classroom dynamics and engagement in an English course. The investigation also involved the effects of gamified learning on gender, proficiency, and learning…
Descriptors: Vocabulary Development, Teaching Methods, English (Second Language), Second Language Learning
Buad Al Khales; Intisar Natsheh; Fathi Ihmeideh; Mina Kim – Education 3-13, 2024
This study aims to examine how five-year-old children demonstrate their learning through mathematical games in preschool settings in Palestine. It also explored the perspectives of children and teachers of different stages of play. The sample consisted of 90 children and 6 teachers. Children were guided to a wide range of mathematical games.…
Descriptors: Mathematics Instruction, Educational Games, Early Childhood Education, Foreign Countries
Ugur-Erdogmus, Feray; Çakir, Recep – Journal of Educational Computing Research, 2022
The purpose of this study was to examine a gamified mobile application's effect on students' achievement, and whether the player types of the students predicted their achievement scores. A "pretest-posttest control group design" research was conducted with 65 undergraduate students taking a compulsory online course. In the study, a…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, History Instruction
Buchner, Josef; Rüter, Martina; Kerres, Michael – Research and Practice in Technology Enhanced Learning, 2022
In this study, we investigated whether playing an escape room game after explicit instruction (instruction-first group, N = 20) is more effective to learn about copyright and media law than playing the game before explicit instruction (problem-solving-first group, N = 21). This is an important question as escape room games are complex,…
Descriptors: Educational Games, Instructional Effectiveness, Copyrights, Mass Media
Powell, Sarah J.; Somerville, Margaret – Discourse: Studies in the Cultural Politics of Education, 2022
In performing the zombie game, children enact embodied literacies through movement, gesture, and sound, and through incorporating the materiality and the spatiality of the outdoor area. They communicate in many ways, both brutal and subtle, enacting their understandings with each other as well as with other adults. The repeated performance seems…
Descriptors: Preschool Children, Educational Games, Human Body, Motion
Goopy, Jason – Research Studies in Music Education, 2022
Music can be a powerful activity and resource in a child's ongoing identity construction. Rather than something that people have, musical identities are understood to be something people enact and continually work on. The correlation between musical identities and developing music skills raises serious questions regarding the possibilities and…
Descriptors: Males, Single Sex Schools, Music Education, Self Concept
Araújo, Inês; Carvalho, Ana Amélia – Education Sciences, 2022
Although there is ample evidence that gamification can engage students in learning, it is less used than one would expect. This raises the question of the difficulties teachers face in planning and implementing gamification in their classes. What enables teachers' implementation of gamification? These questions were addressed through a case study,…
Descriptors: Gamification, Educational Games, Game Based Learning, Educational Technology
Chiang, Feng-Kuang; Wang, Shan; Tang, Zhonghua – Education Sciences, 2022
The outbreak of the COVID-19 pandemic has caused increasing concern over health care, part of which involves the role of nutrition. In this study, a nutrition educational board game, featuring quantitative computation, was designed to help students acquire nutrition knowledge and improve dietary behaviors. A group of 22 students in grade 7 of a…
Descriptors: Educational Games, Nutrition Instruction, Foods Instruction, Foreign Countries
Yildiz, Emre; Simsek, Ümit – International Journal of Game-Based Learning, 2022
The aim of this study was to compare the effect of educational game (EG), reading-writing-game (RWG), reading-writing-application (RWA), and traditional methods on academic achievement, motivation, anxiety, and retention of their knowledge. On this basis, pretest-posttest control group quasi-experimental design was followed. Thus, the sample of…
Descriptors: Foreign Countries, Grade 7, Secondary School Students, Educational Games
Berner, Valérie-D.; Seitz-Stein, Katja; Segerer, Robin; Oesterlen, Eva; Niklas, Frank – Educational Psychology, 2022
In this quasi-experimental study, we investigated whether basic arithmetic skills and mathematical self-concept of young children can be influenced by feedback during an interactive session in which a game was played. German 5- to 7-year-old children (n = 79) played an adaption of the game House of Numbers six times, either in a specific or an…
Descriptors: Feedback (Response), Self Concept, Teaching Methods, Foreign Countries
Seralidou, Eleni; Douligeris, Christos – Education and Information Technologies, 2021
The effective teaching of the concept of programming, where critical thinking is an important factor, is not so easy in secondary education. New teaching approaches, including, game-based learning, may provide a solution due to their inclusion of more fun and diverse activities but they still lack the active participation of the students in the…
Descriptors: Computer Science Education, Programming, Programming Languages, Educational Games
Chen, Hsiu-Ling; Chuang, Yun-Chi – Journal of Computer Assisted Learning, 2021
The present study introduced Ren'py software as a digital storytelling (DST) tool to explore the effective use of digital game design learning in promoting critical thinking among high school students. A sample of 46 high school students enrolled in "Thinking Utopia," an elective course in critical thinking for civics education, was put…
Descriptors: Story Telling, Educational Games, Computer Games, High School Students

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