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Zhaoyang Xiong; Junjie Gavin Wu; Kean Wah Lee – International Journal of Computer-Assisted Language Learning and Teaching, 2024
Digital games have gained significant attention in the field of language education. Among various educational applications, research on digital game-based vocabulary learning (DGBVL) has seen a marked increase in interest and exploration. This study presents a scientometric review based on bibliometric data from the Scopus and Web of Science Core…
Descriptors: Video Games, Game Based Learning, Vocabulary Development, Educational Research
Ruofei Zhang; Gary Cheng; Di Zou – Language Learning & Technology, 2025
Digital game-based vocabulary learning (DGBVL) integrates key game elements such as Challenges, Rewards, Human-Computer Interactions (HCI), Multimedia, and Fantasy. Although the overall effectiveness of digital games in enhancing English-as-a-foreign-language (EFL) vocabulary knowledge development is well-established, the specific roles of…
Descriptors: Vocabulary Development, Computer Games, English (Second Language), Learner Engagement
Paulina Pui Yun Wong; Gary Wai Chung Wong; Piyasuda Pangsapa; Daniel Jiandong Shen – Electronic Journal of e-Learning, 2024
The use of the metaverse in education has gained increasing attention as a potential supplement to traditional teaching methods. This study aimed to investigate the impact of experiential learning on students' intent to use metaverse learning platforms and to explore how the metaverse can support these approaches. The study included participants…
Descriptors: Computer Simulation, Educational Strategies, Experiential Learning, Game Based Learning
Art Tsang; Christelle Davis – Asia-Pacific Education Researcher, 2024
Emotions have received widespread attention in the education field globally thanks to the greater emphasis on well-being in recent times. Against this backdrop and the fact that foreign language (FL) education is increasingly common from a young age, this study set out to investigate what FL "classroom activities" children find most…
Descriptors: Well Being, Psychological Patterns, Student Attitudes, Second Language Learning
Davy Tsz Kit Ng; Chen Xinyu; Jac Ka Lok Leung; Samuel Kai Wah Chu – Journal of Computer Assisted Learning, 2024
Background: As the significance of artificial intelligence (AI) continues to increase, there is a need for effective scaffolding and support for novice learners. Educators have encountered challenges in effectively scaffolding novice learners AI concepts, and providing appropriate motivational support. Research evidence has shown the potential of…
Descriptors: Artificial Intelligence, Novices, Scaffolding (Teaching Technique), Game Based Learning
Zou, Di; Zhang, Ruofei; Xie, Haoran; Wang, Fu Lee – Australasian Journal of Educational Technology, 2021
Information literacy (IL) is important for university students. In this research, we developed a digital role-playing game to enhance students' learning of IL and investigated the effects of gameplay modes on their learning performance, motivation, self-efficacy and flow experiences. A total of 90 students participated in the study and played the…
Descriptors: Computer Games, Educational Games, Game Based Learning, Role Playing
Zou, Tracy X. P.; Parker, Quentin A.; Hounsell, Dai – Journal of Higher Education Policy and Management, 2022
Implementing teaching enhancement is especially challenging when undertaken on a large-scale and with a range of participating institutions and stakeholders. This study sought to advance understanding of this under-researched area through cultural-historical activity theory, investigating four government-funded, cross-institutional teaching…
Descriptors: Institutional Cooperation, Teamwork, Participative Decision Making, Leadership Styles
Günes, Gökhan – Early Child Development and Care, 2022
This study sought an answer to the question whether the digitalization of play is technological mutation or digital evolution. To this end, 14 studies published over the last five years were reviewed and discussed under four themes, namely digital technology and children, parents', and teachers' perceptions of digital technology, screen effects,…
Descriptors: Play, Young Children, Early Childhood Education, Video Games
Ho, Janet – Innovation in Language Learning and Teaching, 2020
Flipped classrooms emphasise a learner-centred and results-oriented approach. They have been widely adopted in recent years, to enhance the effectiveness of student learning and encourage students to understand and apply new information. This approach is also regarded as a type of blended learning, given that tutors decide on the pre-class work,…
Descriptors: English (Second Language), Second Language Instruction, Homework, Educational Technology
Kohnke, Lucas; Ting, Adrian – Knowledge Management & E-Learning, 2021
Undergraduates are often advised to expand their discipline-specific vocabulary in order to cope with the rigor of reading and writing academic texts. For the students studying in English-medium settings, it is in their interest to acquire vocabulary in their disciplines as this is vital to academic success. While students recognize the importance…
Descriptors: Student Attitudes, Student Motivation, Undergraduate Students, Late Adolescents
Wan, Kelvin; King, Vivian; Chan, Kevin – Electronic Journal of e-Learning, 2021
Game-Based Learning (GBL) has been recognized as an essential tool for motivating students to engage in active and constructive learning. While there is a link between GBL and learning outcomes, current research evidence tends to undermine the interrelationships of concepts and oversimplify flow experience in the context of GBL. This study adopted…
Descriptors: Metacognition, Game Based Learning, Student Motivation, Correlation
Ting, Fridolin Sze Thou; Lam, Wai Hung; Shroff, Ronnie Homi – Education Sciences, 2019
Research has demonstrated the positive impact of active learning on students' learning outcomes, particularly in science, technology, engineering and mathematics (STEM) fields. However, few studies have explored the impact of active learning via problem-based collaborative games in large mathematics classes in the context of Asian tertiary…
Descriptors: Foreign Countries, Active Learning, Problem Based Learning, College Mathematics
Jong, Morris Siu Yung; Dong, Anmei; Luk, Eric – Research and Practice in Technology Enhanced Learning, 2017
Serious gaming has been regarded as one of the important student-centric learning approaches in the coming decade. However, there has been a lack of in-depth discussion of the teacher role in the course of serious gaming when it is adopted in formal schooling. The study discussed in this paper is a piece of two-cycle design-based research,…
Descriptors: Game Based Learning, Teacher Role, Teaching Methods, Grade 11
Ng, Davy Tsz Kit; Chu, Samuel Kai Wah – Online Learning, 2021
In Hong Kong, after-school activities have long been used to foster friendships and to allow students to pursue their interests in an informal setting. This case study reports on a three-phase action research process in which information technology teachers delivered after-school activities focused on artificial intelligence during the COVID-19…
Descriptors: Student Motivation, Student Satisfaction, Secondary School Students, Artificial Intelligence
Bond, Melissa; Bedenlier, Svenja; Buntins, Katja; Kerres, Michael; Zawacki-Richter, Olaf – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2020
Developing, sustaining, and improving student engagement is of vital importance to higher education instructors. Educational technology has been linked to student engagement, and preservice and in-service teachers need to develop information communication and technology (ICT) skills and knowledge to apply them in the classroom as well as to…
Descriptors: Learner Engagement, Higher Education, Educational Technology, Educational Research
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