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Every Student Succeeds Act…1
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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
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Roodt, Sumarie; Ryklief, Yusuf – International Journal of Game-Based Learning, 2019
Educators have started exploring the potential of digital game-based learning (DGBL) to enhance the learning experience of students. The objective of this experimental research was to explore the potential of DGBL to improve the academic efficiency among vocational education students in South Africa. Students were separated into two groups, an…
Descriptors: Game Based Learning, Vocational Education, Academic Achievement, Foreign Countries
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Borsos, Eva – Journal of Biological Education, 2019
This study presents a new technique, the "Which plant am I?" game, which helps to increase pupils' plant knowledge, while motivate them to become familiar with more plants. On the other hand pupils' plant knowledge was tested in Serbia. The "Which Plant Am I?" game was tested with two groups of pupils (in average 11 years old).…
Descriptors: Elementary School Science, Biology, Plants (Botany), Educational Games
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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
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McGregor, Gillian; Bartle, Emma – Australasian Journal of Educational Technology, 2019
The education of healthcare professionals is critical for the safe delivery of services to patients (Ricciardi & de Paolis, 2014). Postgraduate psychology students undertaking a professional degree encounter a steep learning curve when transitioning from theoretical knowledge to professional practice. This beginning student stage of…
Descriptors: Educational Games, Psychology, Graduate Students, Instructional Effectiveness
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Hourdequin, Peter; Tani, Seiji; Bando, Tetsuya; Ponvarut, Jirayu – set: Research Information for Teachers, 2018
This article discusses our experiments to create more engaged participation and build sustainability literacy among students in a voluntary "game lab" on two different campuses of our Japanese university. Though we found the game lab to be a successful vehicle for language learning, community building, and traversing disciplinary…
Descriptors: Foreign Countries, Sustainable Development, Game Based Learning, Interdisciplinary Approach
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Zou, Di; Huang, Yan; Xie, Haoran – Computer Assisted Language Learning, 2021
Given the importance of word knowledge for second language acquisition, there is always a need for effective word-learning approaches from language learners. With the rapid development of educational technologies, game-based learning is emerging into a field with considerable potential, within which, digital game-based vocabulary learning has…
Descriptors: Vocabulary Development, Game Based Learning, Teaching Methods, Second Language Learning
Lin, Grace Hui Chin – Online Submission, 2020
This research was aimed at investigating the pedagogical roles of computer games (Hao et al, 2019, Chen & Hsu, 2019). It explored the impact of computer "mixed with language" (White et al, 2019) training, using simulation games, upon language acquisition and diverse daily-life knowledge. In a teacher preparation university of western…
Descriptors: Game Based Learning, Teaching Methods, Computer Games, Training
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Ismail, Mohamad Izwan; Bakar, Nur Ain Abu; Mohamed, Mawarni – Asian Journal of University Education, 2019
The education system has existed for centuries. However, despite the rapid change in our technology, lifestyle and needs in the workforce, it has failed to adapt accordingly. The current system relies heavily on industrial-age values where students are expected to follow instructions and are stripped of their agency rather than being encouraged to…
Descriptors: Student Behavior, Expectation, Standards, Student Participation
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Shu, Liuyi; Liu, Min – Journal of Educational Multimedia and Hypermedia, 2019
Game-based learning is getting popular in both K-12 schools and colleges. Research is needed to understand how engagement can influence learning and what specific factors of game-based learning that affect learners. In this study, we reviewed a total of 20 empirical studies from refereed journals that examined student engagement in game-based…
Descriptors: Learner Engagement, Educational Games, Learning Processes, Outcomes of Education
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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
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Nygren, Eeva; Blignaut, A. Seugnet; Leendertz, Verona; Sutinen, Erkki – Informatics in Education, 2019
Technology-enhanced learning generally focuses on the cognitive rather than the affective domain of learning. This multi-method evaluation of the INBECOM project (Integrating Behaviourism and Constructivism in Mathematics) was conducted from the point of view of affective learning levels of Krathwohl "et al." (1964). The research…
Descriptors: Game Based Learning, Electronic Learning, Mathematics Instruction, Intelligent Tutoring Systems
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Wulandari, Yunita Oktavia; Damayanti, Nia Wahyu – Malikussaleh Journal of Mathematics Learning, 2018
Scaffolding is defined as help that can assist students to solve problems or understand concepts that were not able to complete independently. In modern times, the concept of technology-based Scaffolding in learning has developed. In this study an educational game called "Telolet" was designed with the aim of providing Scaffolding to…
Descriptors: Scaffolding (Teaching Technique), Game Based Learning, Mathematics Instruction, Educational Games
Petner, Michael F., Jr. – ProQuest LLC, 2018
This dissertation is a qualitative research investigation that explores the educational experiences and perceptions of public school teachers (K-8) as they relate to the usage of educational video games in their classrooms. To shed light on the phenomenon, the study focused on providing in-depth descriptions of public school teacher narratives of…
Descriptors: Educational Games, Classroom Techniques, Game Based Learning, Public Schools
Smith, Nicola – Online Submission, 2018
The purpose of this qualitative exploratory case study was to garner knowledge on how teachers perceive the effects of gamification on students' academic performance on mathematics standardized examination. Gamification is a developing pedagogy with limited studies exploring its effectiveness in the discipline of mathematics. The 2 research…
Descriptors: Game Based Learning, Educational Games, Mathematics Instruction, Elementary School Teachers
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