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Akkaya, Sümeyra; Kapidere, Metin – World Journal on Educational Technology: Current Issues, 2021
This study is a correlation research that aims to reveal whether digital material game usage sub-dimensions, gender, school level, in-service training for education in the digital environment, digital game playing status, devices and remote education variables, are significant predictors of digital material development self-efficacy level…
Descriptors: Computer Games, Game Based Learning, Web 2.0 Technologies, Material Development
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Hunter, Jane; Fitzgerald, Terry – Journal of Computers in Mathematics and Science Teaching, 2021
In a study on digital game-based learning in five high-poverty elementary schools in the Philippines, the teachers' professional development experiences were investigated. Research conducted for the study was part of a university-industry partnership with the developer of a new platform designed to give teachers and students experience of…
Descriptors: Professional Development, Elementary School Teachers, Poverty, Disadvantaged Schools
Watson-Huggins, Janice – ProQuest LLC, 2018
Children have been playing computer games for many years. Today's children are very technologically savvy compared to 10 years ago. However, no concrete research was done in the Caribbean and in Jamaica to be specific, that investigates the impact of gamification on student academic scores and motivation. Gamification is used to describe the use…
Descriptors: Intervention, Mathematics Achievement, Middle School Students, Game Based Learning
Vogt, Spencer – ProQuest LLC, 2018
Studies have shown that digital media and digital games can enhance students' learning experience. However, few teachers appear to use digital game-based learning (DGBL) regularly. The purpose of this qualitative study was to understand how middle school teachers use DGBL in the classroom and the factors that positively and negatively influenced…
Descriptors: Middle School Teachers, Teacher Attitudes, Middle School Students, Student Attitudes
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Chen, Hao-Jan Howard; Hsu, Hsiao-Ling – Computer Assisted Language Learning, 2020
One of the more rapidly advancing subfields of second language acquisition research is Digital-game based language learning (DGBLL) and many studies have found that Commercial off-the-shelf (COTS) games can have a positive effect on vocabulary acquisition. COTS games are specifically made for entertainment purposes, while serious games, which…
Descriptors: Educational Games, Computer Games, Game Based Learning, Simulated Environment
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Blume, Carolyn – Computer Assisted Language Learning, 2020
Despite the prevalence of digital gaming as a leisure activity and research attesting to the affordances of digital game-based language learning (DGBLL) for English as a foreign language (EFL), the use of DGBLL remains low, especially outside the United States. A survey was carried out in order to understand both the beliefs and behaviors of…
Descriptors: Preservice Teachers, English (Second Language), English Teachers, Student Behavior
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Chartofili, Anna; Fokides, Emmanuel – Open Journal for Educational Research, 2019
The study presents the preliminary results of a project having as an overall objective to examine whether digital games have an impact on teenagers' cultural identity formation. Having completed the first stage, the results regarding digital games' impact on knowledge about local history are reported. Thirty high-school students from the island of…
Descriptors: Local History, Game Based Learning, Computer Games, High School Students
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Pitoyo, Muhammad Dafit; Sumardi; Asib, Abdul – International Online Journal of Education and Teaching, 2019
Test anxiety always makes students afraid of doing the test because they probably think that they will fail. To overcome the problem, the teacher then used gamification based assessment. Furthermore, the study investigates the category of students test anxiety, students' attitudes toward Quizizz and the students' preference toward the elements of…
Descriptors: Test Anxiety, Computer Oriented Programs, Educational Games, Game Based Learning
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An, Brian; Brown, Donald; Guerlain, Stephanie – IEEE Transactions on Learning Technologies, 2019
Despite the growth in the use of serious games to train and evaluate cross-cultural competence, few studies have examined the content and dialogue development methods associated with these training systems. This study presents a framework for generating content for serious games targeting culturally appropriate communication and an evaluation of a…
Descriptors: Educational Games, Game Based Learning, Intercultural Communication, Cultural Awareness
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Rasti-Behbahani, Amin; Shahbazi, Maryam – Computer Assisted Language Learning, 2022
This study investigates the probable effect of a digital game-based vocabulary learning (DGBVL) task on the acquisition of some components of a word knowledge framework. In so doing, 124 Persian speakers (56 males and 68 females) were randomly assigned to either a control or an experimental group. The experimental group participants completed a…
Descriptors: Computer Games, Game Based Learning, Comparative Analysis, Task Analysis
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Lu, Yu-Ling; Lien, Chi-Jui – Journal of Educational Computing Research, 2020
As game-based learning continues to draw attention, students' perceptions toward classroom activities are vital in influencing the quality of learning. This study used the social cognitive theory to show the perception traits of learning and playing in game-based environments and for students to identify their self-efficacy toward game-based…
Descriptors: Game Based Learning, Self Efficacy, Student Attitudes, Personality Traits
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Chuechote, Suparat; Nokkaew, Artorn; Phongsasithorn, Apichat; Laosinchai, Parames – Contemporary Educational Technology, 2020
Sorting is a fundamental computing concept. As for today, it is taught at the secondary school level. However, this kind of algorithm is an obstacle for some students due to its high level of abstraction. To prevent discouragement as well as to incorporate a fun and challenging algorithmic task, a novel tablet-based digital game,…
Descriptors: Thinking Skills, Computer Games, Game Based Learning, High School Students
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Ongoro, Catherine Akoth; Mwangoka, Joseph W. – Knowledge Management & E-Learning, 2019
This paper presents the effects of using digital games on improving language learning in Tanzanian preschools. A gamified learning prototype system was developed for making alphabetical sound articulation more engaging and fun. The study was conducted with twelve preschools in Tanzania. The results revealed that preschoolers' learning performance…
Descriptors: Computer Games, Preschool Education, Foreign Countries, Language Acquisition
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Reinhardt, Jonathon – New Language Learning and Teaching Environments, 2019
This book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learning (L2TL). It explores how to harness the enthusiasm, engagement, and motivation that digital gaming can inspire by adopting a gameful L2TL approach that encompasses game-enhanced,…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
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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
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