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Punyalert, Sansanee – ProQuest LLC, 2017
This dissertation aims to integrate various learning approaches, i.e., multiple literacies, experiential learning, game-enhanced learning, and global simulation, into an extracurricular module, in which it remodels traditional ways of teaching input, specifically, the lexical- and grammatical-only approaches of business English at a private…
Descriptors: Foreign Countries, College Students, Business English, English (Second Language)
Ruth Lemon – Teachers and Curriculum, 2017
This opinion piece aims to grow awareness of a range of technological initiatives that are supporting Maori language regeneration. These initiatives have been chosen because they have communities of users. This piece could be useful to educators who want to learn about the options that are available in this area, or students of Maori language for…
Descriptors: Malayo Polynesian Languages, Language Maintenance, Foreign Countries, Video Games
Abrahamson, Dor; Kapur, Manu – Instructional Science: An International Journal of the Learning Sciences, 2018
Whereas some educational designers believe that students should learn new concepts through explorative problem solving within dedicated environments that constrain key parameters of their search and then support their progressive appropriation of empowering disciplinary forms, others are critical of the ultimate efficacy of this discovery-based…
Descriptors: Discovery Learning, Educational Research, Instructional Design, Educational Philosophy
Buteau, Chantal; Muller, Eric – International Journal of Game-Based Learning, 2018
E-Brock Bugs is a serious educational game (SEG) about probability which was created based on Devlin's design principles for games whose players adopt identities of mathematically able persons. This kind of games in which "players think and act like real world professionals" has been called epistemic. This article presents an empirical…
Descriptors: Computer Games, Educational Games, Probability, Educational Technology
Hobbs, Laura; Hartley, Calum; Bentley, Sophie; Bibby, Jordan; Bowden, Lauren; Hartley, Jackie; Stevens, Carly – Educational & Child Psychology, 2020
Aims: To gain practice-based insights, we evaluated outcomes from a science-themed Minecraft Club for children with Special Educational Needs over a four-year period. Science topics were introduced, followed by themed building in Minecraft in a multi-player setting. Particular focus was placed on the benefits of playing a shared-interest game in a…
Descriptors: Extracurricular Activities, Special Needs Students, Special Education, Game Based Learning
Kuo, Yi-Lung; Allen, Jeff; Casillas, Alex – ACT, Inc., 2020
This study investigated the relationships between social and emotional learning factors and course failure for 9,308 7th-9th graders. Student self-report measures of social and emotional learning (SEL) and biographical factors (ACT® Engage® Grades 6-9) were analyzed through multiple regression models with propensity score weighting techniques. The…
Descriptors: Social Development, Emotional Development, Grade 7, Grade 8
Ružic-Baf, Maja; Strnak, Hrvoje; Debeljuh, Andrea – International Journal of Research in Education and Science, 2016
The availability of new information and communication technologies to an increasingly younger population, the constant availability of the Internet and the opportunity to search information, to create new types and models of communication, types of acceptance and ways of accepting and coping with the infinite amount of information, the velocity…
Descriptors: Technology Uses in Education, Educational Technology, Video Games, Grade 7
Giralt, Marta; Murray, Liam – Research-publishing.net, 2019
At a recent TeCoLa3 project conference, Colpaert (2017) declared: "there is not enough evidence to suggest that technology has a direct effect on learning, not even virtual worlds. No, not even games… My hypothesis is… that the added value of technology depends on the designs of your learning environment on the one hand… and what I will talk…
Descriptors: Computer Games, Intercultural Communication, Computer Simulation, Teaching Methods
Grindal, Todd; Silander, Megan; Gerard, Sarah; Maxon, Tiffany; Garcia, Elisa; Hupert, Naomi; Vahey, Phil; Pasnik, Shelley – Education Development Center, Inc., 2019
This study's goal was to understand the extent to which providing access to media resources focused on critical science and engineering concepts can help children living in low-income households learn. The resources examined were from the PBS KIDS multi-platform property "The Cat in the Hat Knows a Lot About That!" Researchers found that…
Descriptors: Educational Media, Educational Television, Childrens Literature, Video Games
Yang, Jie Chi; Lin, Yi Lung; Liu, Yi-Chun – Environmental Education Research, 2017
Game-based learning has been gradually adopted in energy education as an effective learning tool because digital games have the potential to increase energy literacy and encourage behavior change. However, not every learner can benefit from this support. There is a need to examine how human factors affect learners' reactions to digital games for…
Descriptors: Educational Games, Teaching Methods, Video Games, Technology Uses in Education
Ebrahimzadeh, Mohsen – English Language Teaching, 2017
The present study investigated vocabulary acquisition through a commercial digital video game compared to a traditional pencil-and-paper treatment. Chosen through cluster sampling, 241 male high school students (age 12-18) participated in the study. They were randomly assigned to one of the following groups. The first group, called Readers,…
Descriptors: Vocabulary Development, Video Games, Conventional Instruction, Educational Technology
Mitigation of Cognitive Bias with a Serious Game: Two Experiments Testing Feedback Timing and Source
Dunbar, Norah E.; Jensen, Matthew L.; Miller, Claude H.; Bessarabova, Elena; Lee, Yu-Hao; Wilson, Scott N.; Elizondo, Javier; Adame, Bradley J.; Valacich, Joseph; Straub, Sara; Burgoon, Judee K.; Lane, Brianna; Piercy, Cameron W.; Wilson, David; King, Shawn; Vincent, Cindy; Schuetzler, Ryan M. – International Journal of Game-Based Learning, 2017
One of the benefits of using digital games for education is that games can provide feedback for learners to assess their situation and correct their mistakes. We conducted two studies to examine the effectiveness of different feedback design (timing, duration, repeats, and feedback source) in a serious game designed to teach learners about…
Descriptors: Feedback (Response), Video Games, Educational Technology, Technology Uses in Education
Marvel, Michele D. – Journal of Educational Technology Systems, 2017
Understanding the factors that affect participation in online games will help educational game designers develop games that maximize participation. This study investigated whether introversion or extroversion, player motivation, and gender affected participation in online games. Participants (n = 400) completed a 50-item questionnaire about…
Descriptors: Educational Games, Video Games, Computer Games, Educational Technology
Ackerman, Lyn Kajiwara – ProQuest LLC, 2017
Video games are a growing multi-billion dollar industry. Pew Internet & American Life Project (2008) reported that 97 percent of teens ages 12 to 17 years play computer, web, portable, or console games. Of the various genres that were reported, 36 percent of teens played role playing games and 21 percent played massively multiplayer online…
Descriptors: Video Games, Computer Games, Adolescents, Mixed Methods Research
Ryan, Carolyn S., Ed. – IntechOpen, 2017
Learning disabilities are conditions that are associated with difficulties in knowledge and skill acquisition to the level expected of same-age peers. The current book is an international examination of assessment methods, preventative measures, intervention, and research with those individuals with learning disabilities obtained from authors in…
Descriptors: Learning Disabilities, Foreign Countries, Classification, Identification

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