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Lawrence, Anne M.; Sherry, Michael B. – Journal of Literacy Research, 2021
Literacy researchers have explored how video games might be used as supplementary texts in secondary English language arts (ELA) classrooms to support reading instruction. However, less attention has been focused on how video games, particularly online educational games designed to teach argumentation, might enhance secondary ELA students'…
Descriptors: Feedback (Response), Game Based Learning, Educational Games, Video Games
Celikturk, Halenur; Tilfarlioglu, Filiz Yalcin – Journal on English Language Teaching, 2020
This study aims to answer whether there is a relation between various competition games played in ELT (English Language Teaching) classrooms and sympathetic tendency of EFL (English as a Foreign Language) learners towards English lesson. The study was carried on 302 participants consisting of 9th grade students from a high school, Gaziantep. The…
Descriptors: Emotional Intelligence, Social Cognition, Empathy, English (Second Language)
Rowe, Elizabeth; Asbell-Clarke, Jodi; Almeda, Mia; Gasca, Santiago; Edwards, Teon; Bardar, Erin; Shute, Valerie; Ventura, Matthew – International Journal of Computer Science Education in Schools, 2021
The Inclusive Assessment of Computational Thinking (CT) designed for accessibility and learner variability was studied in over 50 classes in US schools (grades 3-8). The validation studies of IACT sampled thousands of students to establish IACT's construct and concurrent validity as well as test-retest reliability. IACT items for each CT practice…
Descriptors: Puzzles, Logical Thinking, Thinking Skills, Construct Validity
Margolin, Jonathan; Ba, Harouna; Friedman, Lawrence B.; Swanlund, Andrew; Dhillon, Sonica; Liu, Feng – Journal of Research on Technology in Education, 2021
The "Playground Physics" program combines informal, play-based, embodied learning experiences to support middle school students' engagement with and motivation to learn about complex and abstract physics concepts. This experimental design study examines the impact of "Playground Physics" on students' science motivation,…
Descriptors: Program Effectiveness, Playground Activities, Game Based Learning, Informal Education
Rushton, Evan; Corrigan, Seth – Electronic Journal of e-Learning, 2021
21st Century Standards and the Deeper Learning movement emphasize the ability to think critically and solve complex problems, to work well in teams, and to communicate effectively. While traditional classroom activities can meet these objectives, digital games and simulations provide unique affordances. When designed to incorporate formative…
Descriptors: 21st Century Skills, Game Based Learning, Teaching Methods, Computer Games
Spain, Randall; Penilla, Carlos; Ozer, Elizabeth; Taylor, Robert; Ringstaff, Cathy; Lester, James – Journal of STEM Outreach, 2021
The COVID-19 pandemic produced a dramatic nationwide shift in K-12 education from in-person classroom learning to remote online learning. This shift left teachers and parents facing the challenge of finding engaging online resources to motivate students to become deeply involved in science learning. The pandemic also left educators and…
Descriptors: Game Based Learning, COVID-19, Pandemics, School Closing
Tsai, Fu-Hsing; Hsu, I.-Ying – Journal of Baltic Science Education, 2020
This research aimed to develop a computer detective game for science education to provide students in experiencing real-world problem-solving after learning electricity-related knowledge, and to explore the effects of designing the guidance of process constraints and prompts into this game. To explore the effects of guidance, two different game…
Descriptors: Computer Games, Game Based Learning, Guidance, Problem Solving
Ke, Fengfeng – Educational Technology Research and Development, 2019
This mixed methods study is aimed to examine the feasibility of integrating mathematical problem solving with architectural design via a 3D epistemic simulation game to promote active mathematics learning for middle-school students. The experimental-control pretest/posttest group design was adopted to examine whether the experience of interacting…
Descriptors: Educational Games, Computer Games, Computer Simulation, Game Based Learning
Michael B. Sherry; Ann M. Lawrence – English Journal, 2019
In this article, the authors begin this inquiry by describing their research with a class of middle school writers who played "Quandary," a free online educational game designed to teach argumentation, as part of a unit on writing arguments for environmental action. Regarding the subject area of English language arts (ELA), research has…
Descriptors: Video Games, Technology Uses in Education, Language Arts, Middle School Students
Michael Barcomb; Walcir Cardoso – CALICO Journal, 2020
This one-group quasi-experimental study aimed to determine the effectiveness of using a gamified course management system with points, badges (and consequently competition) to facilitate the development of English phonology in a foreign language context in Japan. To implement this idea, we focused on the acquisition of English segments /r/ and /l/…
Descriptors: Management Systems, English (Second Language), Second Language Learning, Second Language Instruction
Saha, Sujay Kumar; Singh, Smriti – MEXTESOL Journal, 2021
In recent years, language games have become a matter of interest for educators not only because of their potential to enhance language learning experiences, but also in the support they give towards creating a multimodal and interactive classroom environment that leads children towards perceptual, behavioural, emotional and cognitive development…
Descriptors: Speech Skills, Communicative Competence (Languages), English (Second Language), Second Language Learning
Alicia Bower; Kami L. Tsai; Carey S. Ryan; Rebecca Anderson; Andrew Jameton; Maurice Godfrey – Journal of STEM Outreach, 2018
We describe a game and teachers' experiences using it in their middle and high school science courses. The game, which is called "Luck of the Draw", was designed originally to engage medical students and later adopted for middle school, high school, and college students in genetics, and to encourage critical thinking about is-sues such…
Descriptors: Learner Engagement, Critical Thinking, Thinking Skills, Educational Games
Gee, Elisabeth R.; Aguilera, Earl; Kachorsky, Dani; Parekh, Priyanka; Tran, Kelly; Stewart, Carolee – AERA Online Paper Repository, 2017
This paper reports on the design and outcomes of a story-enhanced game intended to improve middle school age girls' understanding of data representation and their engagement in learning. Findings indicate the effectiveness of the game but raise further questions about the role of story in games to teach computer science concepts.
Descriptors: Story Telling, Educational Games, Game Based Learning, Design
Vallorani, Cecilia Maria; Gibert, Isabel; Tuffnell, Christopher – International Journal of Mobile and Blended Learning, 2022
This study examines the use of gamification as an innovative assessment approach to foreign language learning with 12-14-year-old students. A mixed methodology has been applied. Quantitative data have been collected from formative non-gamified and gamified assessments. Qualitative data was collected from a student questionnaire. The results were…
Descriptors: Second Language Learning, Second Language Instruction, Computer Games, Game Based Learning
Jaafar, Inaya, Ed.; Pedersen, James M., Ed. – IGI Global, 2021
The COVID-19 pandemic has shed light on how much humans rely, more than ever before in our history, on technology. While technology in its simplest definition is the use of a tool for a practical purpose, in the last three decades, educators can confidently say it has revolutionized how information is communicated and accessed. Most importantly,…
Descriptors: Technology Uses in Education, Educational Technology, Technology Integration, STEM Education