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Calvo-Ferrer, José Ramón – International Journal of Game-Based Learning, 2021
The frequency of word exposure in teaching materials, along with corrective feedback, has often been identified as a powerful variable in the learning of vocabulary in a foreign language. The effect of the number of times an action is presented as accurate in digital game-based language learning scenarios (i.e., knowledge of correct response [KCR]…
Descriptors: Feedback (Response), Error Correction, Computer Games, Video Games
Hébert, Cristyne; Jenson, Jennifer; Terzopoulos, Tatyana – E-Learning and Digital Media, 2021
In this article, we report on a study of 32 teachers and their implementation of a digital game designed to support the human and physical geography curriculum in grades 7 and 8 in the province of Ontario, Canada. The purpose of the paper is to analyze and robustly represent the experiences of teachers who participated in the study, most of whom…
Descriptors: Foreign Countries, Access to Computers, Educational Technology, Technology Uses in Education
Berry, David Malcolm – MEXTESOL Journal, 2021
This paper investigates the effectiveness of students playing the "Spaceteam ESL" video game to enhance their pronunciation of English words and sentences. To achieve this goal, the researcher conducted a quasi-experimental pretest-posttest research design. The formation of the experimental group and control group employed the practice…
Descriptors: Pronunciation Instruction, Teaching Methods, Comparative Analysis, Instructional Effectiveness
Yoleri, Sibel; Uyumaz, Gizem – Journal of Educational Technology and Online Learning, 2021
In this research, it is aimed to evaluate the effectiveness of digital game design and escape room training given to teachers working with gifted students in Science and Art Centers within the scope of 4005 Science and Society Innovative Education Practices Program supported by The Scientific and Technological Research Council of Turkey (TÜBITAK)…
Descriptors: Program Effectiveness, Educational Games, Video Games, Design
Rahimi, Seyedahmad; Shute, Valerie; Kuba, Renata; Dai, Chih-Pu; Yang, Xiaotong; Smith, Ginny; Alonso Fernández, Cristina – Grantee Submission, 2021
We examined the use and effectiveness of an incentive system--one of the five elements of a theory-based motivational architecture in educational games that we proposed--in a computer-based physics game on students' learning and performance. The incentive system's purpose was to motivate students to access learning supports designed to facilitate…
Descriptors: Educational Games, Incentives, Student Motivation, Program Effectiveness
Zeng, Hui; Zhou, Shao-Na; Hong, Gui-Rong; Li, Qiu-ye; Xu, Shao-Qiu – Journal of Baltic Science Education, 2020
In recent years, game-based learning has attracted much attention in education; however, the effectiveness of game-based learning is still not solidly confirmed. In the present research, a game-based learning in the physics domain with guides provided direct and immediate feedback. The research was conducted among three different groups: the…
Descriptors: Science Instruction, Physics, Game Based Learning, Educational Technology
Porter, C. D.; Smith, J. R. H.; Stagar, E. M.; Simmons, A.; Nieberding, M.; Orban, C. M.; Brown, J.; Ayers, A. – Physical Review Physics Education Research, 2020
Recent years have seen a resurgence of interest in using virtual reality (VR) technology to benefit instruction, especially in physics and related subjects. As VR devices improve and become more widely available, there remains a number of unanswered questions regarding the impact of VR on student learning and how best to use this technology in the…
Descriptors: Physics, Science Instruction, Video Games, Computer Simulation
Game Based Learning: The Effects of DragonBox 12+ on Algebraic Performance of Middle School Students
Pamela Sveitlana Gibbs – ProQuest LLC, 2020
Advancements in technology have increased so rapidly that calls for education reform centering on STEM have become louder and louder. Particularly, many researchers and educators are focusing on math, because of its pivotal role in STEM, and the low-performance ratings of students within the United States. One of the potential reforms being…
Descriptors: Educational Technology, Game Based Learning, Video Games, Middle School Students
Pattemore, Matthew; Gilabert, Roger – Language Learning Journal, 2023
This study investigates the provision of two types of auditory elaborative automated digital feedback (metalinguistic and informational) in the context of a digital game for reading skills development in English as a foreign language. Nineteen 11-year-old Spanish-Catalan school children played through two digital minigames while their…
Descriptors: Eye Movements, Spanish, Romance Languages, English (Second Language)
Metzger, Scott Alan; Paxton, Richard J. – Theory and Research in Social Education, 2016
This article offers a typological framework for analyzing how video games make use of historical elements, shaping the ways players engage with and think about the past. Phenomenologically induced labels are posited for identifying different deployments of and experiences with historical elements in video games, illustrated by examples drawn from…
Descriptors: Video Games, History Instruction, Phenomenology, Interaction
Bailey, Chris – Literacy, 2016
Recent work around the use of virtual world video games in educational contexts has conceptualised literacies as communal processes, whilst considering complex notions of collaboration through participants' multiplicity of presence in hybrid virtual/physical locations. However, further research is necessary in order to help us understand how the…
Descriptors: Singing, Video Games, Interpersonal Relationship, Ethnography
Winter, Julia; Wentzel, Michael; Ahluwalia, Sonia – Journal of Chemical Education, 2016
The hallmark of game-based learning is that students discover concepts through trial and error as they play. With the digital landscape in higher education shifting to mobile-first, new tools for learning chemistry are both possible and needed. Interactive games for chemistry bring intuitive content directly to students through their devices. The…
Descriptors: Organic Chemistry, Science Instruction, Video Games, College Science
Zigo, Suzanne L. – ProQuest LLC, 2016
Digital game-based instruction is a relatively new phenomenon in the world of education. Teachers hold the key to unlock the world of DGBL within the classroom. Within the classroom a teacher is much like an artist with a blank canvas and typically artistic freedom is granted. What is taught, the curriculum, is generally mandated by local,…
Descriptors: Video Games, Technology Uses in Education, Educational Games, Teaching Methods
Hicks, Drew; Liu, Zhongxiu; Eagle, Michael; Barnes, Tiffany – International Educational Data Mining Society, 2016
Level creation is a creative game-play exercise that resembles problem-posing, and has shown to be engaging and helpful for players to learn about the game's core mechanic. However, in user-authoring environments, users often create levels without considering the game's objective, or with entirely different objectives in mind, resulting in levels…
Descriptors: Affordances, Educational Games, Creative Activities, Video Games
Schrier, Karen – Journal of Community Engagement and Higher Education, 2018
Video games are starting to be used to support civic learning and engagement. Moreover, games are being used to crowdsource solutions to real-world problems; however, few of these games address civic problems and engage adolescents and young adults. In this paper, I explore designing and using games for real-world civic problem-solving, as well as…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Citizenship Education