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Showing 91 to 105 of 157 results Save | Export
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Hwang, Gwo-Jen; Chien, Shu-Yun; Li, Wen-Shiang – British Journal of Educational Technology, 2021
Digital game-based learning (DGBL) is a frequently adopted mode for facilitating teaching and learning, where learners are immersed in game contexts to engage in gameplay and to construct meaningful knowledge. However, without guidance, students might have difficulties organizing what they have experienced in gaming contexts. Thus, in this…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Video Games
Shute, Valerie J.; Rahimi, Seyedahmad – Grantee Submission, 2021
Creativity has been of research interest to psychologists dating back many decades, and is currently recognized as one of the essential skills needed to succeed in our complex, interconnected world. One medium that has affordances to assess and support creativity in young people is video games. In this paper, we briefly discuss the literature on…
Descriptors: Creativity, Creativity Tests, Physics, Educational Games
Kuba, Renata; Rahimi, Seyedahmad; Smith, Ginny; Shute, Valerie J.; Dai, Chih-Pu – Grantee Submission, 2021
Over three years, our research team has designed various learning supports for promoting content knowledge and solving game levels. In this case study, we examined the optimal design and the evaluation of learning support videos for a physics educational game. Often studies focus on investigating the effects of research-based principles without a…
Descriptors: Educational Games, Game Based Learning, Physics, Educational Principles
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Lin, Yen-Ling; Huang, Shu Wen; Chang, Cheng-Chieh – Journal of Baltic Science Education, 2019
This research sought to explore how teaching utilizing a marine science-related board game affected students' motivation, interest, and achievement in marine science learning at the high school level. The research utilized an experimental design with pre-test and post-test measurements and a classroom setting, and included an experimental group…
Descriptors: Marine Education, Oceanography, Game Based Learning, Instructional Effectiveness
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Acuña-Umaña, K.; Gómez-Quirós, Carla; Herrera-Sancho, Oscar Andrey – Physics Education, 2022
The implementation of theatre as a didactic tool for teaching science provides a new perspective on the importance of interdisciplinary approaches in the construction of meaningful learning experiences. Gamification and collaborative work are functional strategies to teach scientific concepts in a creative way. However, there are still conceptual…
Descriptors: Teaching Methods, Science Instruction, Theater Arts, Interdisciplinary Approach
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Lai, Kuo-Wei Kyle; Chen, Hao-Jan Howard – Computer Assisted Language Learning, 2023
Research on vocabulary acquisition in digital game-based learning has been increasing over the years, with advancements in technology giving rise to numerous learning alternatives in second language acquisition. As virtual reality gaming offers new opportunities to explore its effectiveness in language learning, it is thus important to investigate…
Descriptors: Vocabulary Development, Game Based Learning, Second Language Learning, Second Language Instruction
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Chen, Yu-Chi; Hou, Huei-Tse; Wu, Chang-Hsin – Journal of Educational Computing Research, 2023
A scaffolding-based mind tool was designed to allow teachers to easily create lesson plans for in-class gamified activities and to embed various scaffoldings in the lesson plan design. The purpose of this study was to investigate the learning outcomes of a scaffolding-based mind tool integrated with gamified learning activities applied to a…
Descriptors: Scaffolding (Teaching Technique), Teaching Methods, Game Based Learning, Instructional Effectiveness
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Alexander Frank García Vaquero; Maria Alcantud Diaz – Digital Education Review, 2023
This article examines how technology-enhanced inquiry-based learning (IBL) affected students' language acquisition and the evolution of motivation in the subject of English as a Foreign Language (EFL). Furthermore, this study presents a proposal for the collaboration of the subjects of Spanish and English, using translanguaging to establish…
Descriptors: Robotics, English (Second Language), Second Language Learning, Second Language Instruction
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Shute, Valerie; Rahimi, Seyedahmad; Lu, Xi – Grantee Submission, 2019
Digital, educational games have many promises (e.g., increasing students' content knowledge as well as competencies like problem-solving, spatial skills, and persistence). However, there are challenges to overcome before using these games more broadly in educational settings. One challenge involves identifying effective, theoretically based…
Descriptors: Educational Games, Computer Games, Game Based Learning, Middle School Students
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Kazu, Ibrahim Yasar; Kuvvetli, Murat – International Journal of Psychology and Educational Studies, 2023
Correct pronunciation significantly increases the intelligibility of communication. However, it is uncertain whether acquiring the pronunciation of the words enhances word retention capability. Therefore, the major purpose of this research is to evaluate whether vocabulary acquisition with the aid of pronouncing with artificial intelligence leads…
Descriptors: Artificial Intelligence, Teaching Methods, Pronunciation Instruction, High School Students
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Quiroz, Martín Flores; Gutiérrez, Ricardo; Rocha, Franco; Valenzuela, María Paz; Vilches, Cynthia – Teaching English with Technology, 2021
This research investigates the effects of the use of Kahoot! to improve English vocabulary learning in an EFL context using a quasi-experimental post-test design. An experimental and a control group from two 9th grade classes participated in the study. A pre- and post-test were applied to both groups and the scores of both groups were compared to…
Descriptors: Vocabulary Development, English (Second Language), Second Language Learning, Second Language Instruction
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Pfirman, Stephanie; Hamilton, Lawrence; Turrin, Margie; Narveson, Craig; Lloyd, Carrie A. – Journal of Geoscience Education, 2021
This first analysis of aggregated data from the Kahoot! game-based player response system demonstrates that it can provide assessments of overall US student polar knowledge and identifies differences in polar knowledge across several states. A kahoot online quiz on polar topics recorded over 25,000 United States teacher-hosted classroom players…
Descriptors: Knowledge Level, Earth Science, Geographic Regions, Foreign Countries
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Muntrikaeo, Kuntida; Poonpon, Kornwipa – English Language Teaching, 2022
The purposes of this study were to investigate the effects of task-based instruction using online language games in a flipped learning environment (TGF) in developing the English oral communication ability of Thai secondary students and examine the students' opinions of the task-based instruction using online language games in a flipped learning…
Descriptors: Secondary School Students, Second Language Learning, Second Language Instruction, English (Second Language)
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Petrikovicová, Lucia; Durinková, Adriána; Králik, Roman; Kurilenko, Victoria – European Journal of Contemporary Education, 2021
As part of the educational process, it is currently difficult for a teacher to engage students for the amount of information that is available all around us today. Therefore, it is necessary to choose appropriate methods and actively prepare various teaching aids that can motivate students, arouse interest in self-study and thus educate them. The…
Descriptors: Textbooks, Field Trips, Teaching Methods, Geography Instruction
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Poy, Raquel; García, Marcos – Education for Information, 2019
Digital games have a greater ease of construction of new meanings in a virtual world, more affordable, simple and comprehensible by the students than the real world, and in which the individual differences that occur in the real world tend to fade thanks to the interpretation of a character with different characteristics from the real ones.…
Descriptors: High School Students, Game Based Learning, Video Games, Role Playing
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