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Debabi, Wassila; Champagnat, Ronan – International Association for Development of the Information Society, 2017
Serious games seem to be a promising alternative to traditional practices for learning. Recently, their use in computer science education and learning programming became more widespread. Actually, many students in programming courses have difficulties to master all required competencies and skills especially at introductory level and games have…
Descriptors: Computer Games, Educational Games, Computer System Design, Computer Science Education
Herzig, Monika – Journal of the Scholarship of Teaching and Learning, 2019
This study documents the development of a classroom game simulating the effects of contractual arrangements on the economic relationships between artists, record labels, and consumers. The game was tested with multiple revisions in classroom settings over a period of three years by using surveys, interviews, session videos, and teacher…
Descriptors: Computer Simulation, Computer Games, Musicians, Music
Little, Sabine – Journal of Multilingual and Multicultural Development, 2019
Heritage language families inhabit multiple languages, literacies and cultures. Enabling children to participate in heritage language and culture has beneficial effects in terms of identity, and cognitive development. Games-based technologies are opening up avenues for playful engagement with heritage language and literacy, but little is known…
Descriptors: Heritage Education, Multilingualism, Second Language Learning, Second Language Instruction
Sundqvist, Pia – Language Learning & Technology, 2019
The purposes of this study are to examine the relation between playing commercial-off-the-shelf (COTS) games in the wild and L2 English vocabulary and to offer comparisons with non-gamers' vocabulary. Data were collected from two samples of teenage L2 English learners in Sweden, Sample A (N = 1,069) and Sample B (N = 16). Questionnaires and…
Descriptors: Vocabulary Development, English (Second Language), Second Language Learning, Second Language Instruction
Rachayon, Suphatha; Soontornwipast, Kittitouch – English Language Teaching, 2019
The growth of Thailand's medical tourism industry has inevitably made English oral communication skills become increasingly important to Thai medical personnel, especially to nurses who have to act as medical mediators between doctors and patients. Thus, in order to prepare nursing students for their future career, it is necessary that English…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Nursing Education
Alzaid, Faten; Alkarzae, Nouf – Online Submission, 2019
Assessment has a significant influence on the process of teaching and learning. It is essential to close the gap between learners' performance and the target performance. The rapid changing of technology reached the assessment community by developing new and different ways of formative assessments. This paper is written to distinguish between…
Descriptors: Student Evaluation, Evaluation Methods, Computer Assisted Testing, Formative Evaluation
Rushby, Nick – Educational Technology, 2016
One of the key trends in learning technology in recent years has been the growing interest in simulations and serious games. Much of the research into simulations and serious games has tended to focus on aspects of fun and engagement rather than on what is happening in the process to cause transferable learning. Much of it has been based on small…
Descriptors: Computer Simulation, Educational Games, Educational Technology, Evaluation Methods
J. C. Bunch; J . Shane Robinson; M. Craig Edwards; Pavlo D. Antonenko – Journal of Human Sciences & Extension, 2016
This study's purpose was to compare the effectiveness of the traditional, lecture and discussion method to a digital game-based learning (DGBL) approach on students' near and far knowledge transfer abilities in agriculture and mathematics regarding a unit on swine diseases in animal science courses. Two research questions guided the study, which…
Descriptors: Computer Games, Transfer of Training, Agricultural Education, Secondary School Students
Vungthong, Sompatu – rEFLections, 2018
The 21st century marks the digital era which is characterised by advanced technology and witnesses the increasing use of visual design in the realm of education. Despite various studies addressing the roles of visual design, there is still limited understanding of its roles in electronic educational materials, especially for language learning and…
Descriptors: Visual Aids, Design, English (Second Language), Second Language Learning
Utku, Özlem; Dolgunsöz, Emrah – International Online Journal of Education and Teaching, 2018
The current study aimed to examine the effect of online vocabulary games on teaching new words to young learners of EFL. For this aim, 46 Turkish 5th grade EFL students in a state school were assigned into control and experimental groups. Both groups studied 22 words in 6 instructional sessions conducted in 6 subsequent weeks in the second…
Descriptors: Foreign Countries, Teaching Methods, Computer Games, Educational Technology
Fokides, Emmanuel – Education and Information Technologies, 2018
The study presents the results of a project in which a series of digital games were used for teaching Mathematics to first, fourth, and sixth-grade primary school students (ages 6-7, 8-9, and 11-12). Mathematics was selected as the teaching subject because of the difficulties students face in understanding basic math concepts. Although digital…
Descriptors: Elementary School Students, Elementary School Mathematics, Educational Games, Computer Games
Finco, Mateus David; Rocha, Richard Santin; Fão, Rafael Wailla; Santos, Fabiana – International Journal of Game-Based Learning, 2018
The aim of this article was to analyze how players of Pokémon GO could adopt a healthier and active lifestyle meanwhile or after using the game, observing how active they could become in their daily routines. The methodology involved a qualitative analysis involving a sample with players who were invited to complete an online questionnaire to…
Descriptors: Physical Activities, Qualitative Research, Life Style, Questionnaires
Cruaud, Caroline – Innovation in Language Learning and Teaching, 2018
There is increased interest in the use of gamification as an innovative practice in the field of training and education. Based on the use of game mechanics, gamification aims at engaging students in their learning. However, there is not much research on the use of gamification in school settings, especially when it comes to foreign language…
Descriptors: French, Second Language Learning, Second Language Instruction, Play
Bartholdy, Stephan; Kipman, Ulrike – Journal of Global Education and Research, 2019
Complex Problem Solving (CPS) can be defined as those psychological processes that enable a person to achieve goals under complex conditions, which are characterized by their complexity, connectivity, dynamics, lack of transparency, and polytely. Although many hypothesized influences have previously been tested concerning their relevance for the…
Descriptors: Problem Solving, Academic Achievement, Psychological Patterns, Student Motivation
Chu, Hui-Chun; Wang, Chun-Chieh; Wang, Lin – Educational Technology & Society, 2019
EFL (English as a foreign language) students usually learn by rote when they study English grammar. They usually memorize all the grammar rules mechanically instead of learning grammar in a structured way. Researchers have suggested that students can internalize knowledge via using knowledge construction tools and collaborated learning activities.…
Descriptors: Instructional Effectiveness, Concept Mapping, Cooperative Learning, Game Based Learning

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