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Liu, Chiung-Lin – Interactive Learning Environments, 2017
This study used OpenTTD, a video game that supports in-depth experiential learning, to evaluate undergraduate students' opinions regarding supply chain and logistics management learning. The 101 undergraduate participants were assigned to either an experimental group or a control group. From the post-test questionnaires, the analytical results…
Descriptors: Undergraduate Students, Control Groups, Experimental Groups, Questionnaires
Cejudo, Javier; Latorre, Sebastián – Electronic Journal of Research in Educational Psychology, 2015
Introduction: The aim of the present research is to experimentally assess the effects of a videogame program ("Spock") for improving emotional intelligence (EI) as an ability among a sample of adolescents. Method: The sample was made up of 92 adolescents, aged 17 to 19, who were currently studying the second year of…
Descriptors: Video Games, Educational Technology, Emotional Intelligence, Adolescents
Lam, Yau Wai; Hew, Khe Foon; Chiu, Kin Fung – Language Learning & Technology, 2018
This study investigated the effectiveness of a blended learning approach--involving the thesis, analysis, and synthesis key (TASK) procedural strategy; online Edmodo discussions; online message labels; and writing models--on student argumentative writing in a Hong Kong secondary school. It also examined whether the application of digital game…
Descriptors: Foreign Countries, Writing Improvement, Persuasive Discourse, Blended Learning
Mohsen, Mohammed Ali – Journal of Educational Computing Research, 2016
One of the main issues in language learning is to find ways to enable learners to interact with the language input in an involved task. Given that computer-based simulation allows learners to interact with visual modes, this article examines how the interaction of students with an online video simulation affects their second language video…
Descriptors: Computer Simulation, Computer Assisted Instruction, English (Second Language), Second Language Instruction
Green, Patricia J.; Sha, Mandy; Liu, Lu – RTI International, 2011
In 2001, the U.S. Department of Education and the Ministry of Education in China entered into a bilateral partnership to develop a technology-driven approach to foreign language learning that integrated gaming, immersion, voice recognition, problem-based learning tasks, and other features that made it a significant research and development pilot…
Descriptors: Foreign Countries, English (Second Language), Middle School Students, Partnerships in Education