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Hou, Huei-Tse; Keng, Su-Han – Journal of Educational Computing Research, 2021
The design and application of educational board games have been emphasized in game-based learning. The integration of educational board games and augmented reality (AR) can help provide extensive cognitive-scaffolding for learners. This study proposed a dual-scaffolding framework that integrated peer-scaffolding and cognitive-scaffolding for an AR…
Descriptors: Scaffolding (Teaching Technique), Peer Relationship, Computer Simulation, Educational Games
Berry, David – TESL-EJ, 2021
This study considers the impact of playing a video game on EFL students. Specifically, this study looks at how video gameplay impacts students' listening comprehension skills and how it encourages students to develop flow experiences in the classroom. Data about this impact was collected through a quasi-experimental mixed methods research design.…
Descriptors: Video Games, Computer Games, Educational Games, Game Based Learning
Laranjeiro, Dionísia – Education Sciences, 2021
Recent studies indicate tablets as the preferred devices of preschool children, due to portability, autonomy of use and variety of apps. There is also extensive evidence of the contributions of digital technologies in different areas of learning at these ages. The Aprender XXI project aimed to develop game-based learning apps, with content…
Descriptors: Telecommunications, Handheld Devices, Computer Software, Computer Games
Dowdall, Shane; Hlobaz, Artur; Milczarski, Piotr; O'Reilly, Derek; Podlaski, Krzysztof; Stawska, Zofia – Informatics in Education, 2021
The development of communication and other soft skills among computer science students is not usually an easy task. Often, curricula focus on technical skills, with team projects being used for the improvement of communication skills. However, these teams usually comprise solely of computer science students. In this paper, we present a didactical…
Descriptors: Foreign Countries, Computer Science Education, Soft Skills, Skill Development
Açikgül, Kübra – Acta Didactica Napocensia, 2020
The purpose of this study is to investigate the effect of Technological Pedagogical Content Knowledge (TPACK) Game activities supported micro-teaching practices on middle school preservice mathematics teachers' TPACK self-efficacy perception levels. A single group pretest-posttest experimental design was employed. One hundred middle-school…
Descriptors: Instructional Effectiveness, Pedagogical Content Knowledge, Technological Literacy, Educational Games
Seitenov, Akhmetzhan S.; Aubakirova, Rakhila Zh.; Fominykh, Nataliia Iu.; ?elenko, Oxana G. – Journal of Social Studies Education Research, 2020
The purpose of this study was to experimentally test the impact of the author's Concept and the corresponding educational and methodological support on the technological development of the pedagogical process (based on teaching Fine Arts to pre-schoolers). Quantitative research methods like surveys, interviews, questionnaires, tests, tutor…
Descriptors: Technology Uses in Education, Preservice Teacher Education, Preschool Teachers, Student Teachers
Khatri, Puja; Raina, Khushboo; Wilson, Caroline; Kickmeier-Rust, Michael – Assessment & Evaluation in Higher Education, 2020
The selection of career paths and making of academic choices is a difficult and often confusing task for young people. The impact on their lives, however, is enormous as it can determine entire future career possibilities. In India, a general remedy to this stress is that instead of choosing a field of study tailored to individual preferences and…
Descriptors: Learning Analytics, Competence, Career Planning, Computer Simulation
Chen, Si; Zhang, Sujing; Qi, Grace Yue; Yang, Junfeng – Educational Technology & Society, 2020
Game-based learning (GBL) has been widely recognised in research, and evidently benefited for learners. However, what GBL is perceived by teachers and learners has been a concern that might impact on quality of teaching and learning in the GBL environment. Game-based pedagogy meticulously designed from a teacher's perspective was regarded as…
Descriptors: Game Based Learning, Experienced Teachers, Instructional Design, Teacher Education
Demirbas, Duysal; Timur Ogut, Sebnem – Turkish Online Journal of Distance Education, 2020
Today, industrial design education is faced with a new group of students who have met daily life technologies from a very early age. The transformations in educational environments are becoming more and more important for project-based and student-centered design education model. Understanding the needs and expectations of the changing student…
Descriptors: Electronic Learning, Game Based Learning, Expectation, Active Learning
Higueras-Rodríguez, Lina; Medina-García, Marta; Molina-Ruiz, Enriqueta – Education Sciences, 2020
In this study we analyzed the primary teaching and training experiences that observe play as a didactic resource to facilitate learning, highlighting fundamental elements and characteristics. A descriptive analysis of the different programs and contents with respect to playful methodology proposed by the Ministry of Education of Andalusian…
Descriptors: Foreign Countries, Teacher Education Programs, Program Effectiveness, Play
Nguyen, Huy Anh; Hou, Xinying; Stamper, John; McLaren, Bruce M. – International Educational Data Mining Society, 2020
A challenge in digital learning games is assessing students' learning behaviors, which are often intertwined with game behaviors. How do we know whether students have learned enough or needed more practice at the end of their game play? To answer this question, we performed post hoc analyses on a prior study of the game "Decimal Point,"…
Descriptors: Computer Games, Educational Games, Game Based Learning, Instructional Effectiveness
Dickinson, Paul – Research-publishing.net, 2020
This study explored participation by Japanese university English as a Foreign Language (EFL) learners in Computer Assisted Language Learning/Mobile Assisted Language Learning (CALL/MALL) vocabulary tasks through the lens of Complexity Theory (CT). CT, which studies how complex systems are influenced by changes in interconnected variables…
Descriptors: Student Participation, College Freshmen, Late Adolescents, Computer Assisted Instruction
Chan, Kok Yew Gary; Tan, Swee Liang; Hew, Khe Foon Timothy; Koh, Bernie Grayson; Lim, Li Siong; Yong, Jose C. – Research and Practice in Technology Enhanced Learning, 2017
Game-based constructivist learning has gained considerable attention as educational institutions aim to move from traditional instructional teaching to interactive and collaborative methods. The question is less asked of "whether" games should be used in teaching but rather "how" games should be used to create deep learning in…
Descriptors: Torts, Game Based Learning, Games, Constructivism (Learning)
Mdlalose, Noluthando; Ramaila, Sam; Ramnarain, Umesh – International Journal of Higher Education, 2022
The development of 21st century competencies and skills in science teaching and learning is a key strategic imperative. Game-based learning platforms can be used to promote pedagogic innovation in various educational settings. Game-based applications such as Kahoot! have been increasingly used in education to facilitate meaningful enactment of…
Descriptors: Science Teachers, Science Instruction, Teacher Education Programs, Teaching Methods
Orejuela, Jerome G.; Tolin, Marife R.; Soreta, Myla O.; Ocampo, Darrel M. – Online Submission, 2022
The study aimed to determine the effectiveness of gamifying instruction in the English language proficiency of Grade 8 Filipino ESL students in one University in Bicol, Philippines, that offers Junior High School. The quasi-experimental single pretest-posttest design was used in the study. The researcher-made test which underwent series of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction