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Pratiwi, Damar Isti; Waluyo, Budi – Malaysian Journal of Learning and Instruction, 2022
Purpose: This study examined the integration of task and game-based learning into an online Test of English as a Foreign Language (TOEFL) preparatory course taught at two Indonesian higher education institutions (HEI) over a period of 20 online class meetings totaling 40 class hours. Methodology: Using a single-case experimental design, it engaged…
Descriptors: English (Second Language), Second Language Instruction, Undergraduate Students, Foreign Countries
Riden, Benjamin S.; Taylor, Jonté C.; Mantzoros, Theoni – Beyond Behavior, 2020
Teachers of students with emotional and behavioral disorders often struggle with increasing student participation while maintaining a positive classroom environment. Active student responding (ASR) occurs when a student says, writes, or engages in some observable response following a question. This article identifies and describes three electronic…
Descriptors: Behavior Disorders, Emotional Disturbances, Learner Engagement, Student Reaction
Patiño, John Fredy; Calixto, Andrés Leonardo; Chiappe, Andrés; Almenarez, Fanny Teresa – International Electronic Journal of Elementary Education, 2020
The development of writing skills is recognized as a mandatory process for initial education and the foundation of all essential learning. Writing skills are crucial to children's socialization and interaction with their environment as they grow. The development of writing skills has been linked to a complex set of key factors, but is not yet…
Descriptors: Motor Development, Technology Integration, Writing Skills, Skill Development
Hee Jin Bang; Amanda Siebert-Evenstone – Age of Learning, Inc., 2023
This study evaluated the implementation and effectiveness of My Math Academy and My Reading Academy, two digital learning programs, in supporting early math and literacy skill development during the 2021-2022 school year in Tyler Independent School District, Texas. In a district where 85% of students were eligible for free and reduced-price meals,…
Descriptors: Social Services, Federal Programs, Low Income Students, Preschool Education
Kapidere, Metin – Cypriot Journal of Educational Sciences, 2021
With the rapid development of technology, digital games have become an important part of the educational process. The purpose of this study was to investigate digital educational game usage behaviour in terms of demographic variables. The model of this study is a factorial pattern among multi-variant patterns that aim to reveal the effects of…
Descriptors: Preservice Teachers, Student Attitudes, Video Games, Educational Technology
Quiroz, Martín Flores; Gutiérrez, Ricardo; Rocha, Franco; Valenzuela, María Paz; Vilches, Cynthia – Teaching English with Technology, 2021
This research investigates the effects of the use of Kahoot! to improve English vocabulary learning in an EFL context using a quasi-experimental post-test design. An experimental and a control group from two 9th grade classes participated in the study. A pre- and post-test were applied to both groups and the scores of both groups were compared to…
Descriptors: Vocabulary Development, English (Second Language), Second Language Learning, Second Language Instruction
Pfirman, Stephanie; Hamilton, Lawrence; Turrin, Margie; Narveson, Craig; Lloyd, Carrie A. – Journal of Geoscience Education, 2021
This first analysis of aggregated data from the Kahoot! game-based player response system demonstrates that it can provide assessments of overall US student polar knowledge and identifies differences in polar knowledge across several states. A kahoot online quiz on polar topics recorded over 25,000 United States teacher-hosted classroom players…
Descriptors: Knowledge Level, Earth Science, Geographic Regions, Foreign Countries
Ranieri, Maria; Raffaghelli, Juliana E.; Bruni, Isabella – Active Learning in Higher Education, 2021
Instructor-student interaction and regular feedback are seen as teaching strategies designed to support effective learning. These days, there is increasing reliance on technology to support this in the classroom; one such technology is a student response system or its more recent development of this, that is, a game-based one. This study…
Descriptors: Audience Response Systems, Game Based Learning, Educational Technology, Formative Evaluation
Su, Chien-Yuan; Hu, Yue; Li, Yu-Hang – International Association for Development of the Information Society, 2019
In recent years, game-based programming tools (GBPTs) such as Code.org, Lightbot, and Cargo-Bot have been developed to help children worldwide better understand programming concepts through an interesting, enjoyable and visualizable programming learning experience. However, in-service teachers' perceptions regarding the use of these game-based…
Descriptors: Game Based Learning, Programming, Teacher Attitudes, Elementary Secondary Education
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
Dolphin, Scott – Journal of Educational Multimedia and Hypermedia, 2020
While most educators will agree that an on-ground classroom education is the preferred pedagogic method, circumstances don't always allow for this. Most traditional survey of art history courses have relied upon the time tested pedagogical model built on the darkened classroom dual side-by-side slide projector format. This approach dates back to…
Descriptors: Teaching Methods, Educational Technology, Online Courses, Electronic Learning
Çetin, Ekmel; Solmaz, Ebru – Malaysian Online Journal of Educational Technology, 2020
Gagne's theory posits that learning is achieved through interaction of various internal and external factors. If so, the use of supportive technology to provide these factors' interaction may increase expected performance, especially in theoretical courses, and place learning at a higher level. As supportive technology, gamification-based computer…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Preservice Teachers
Yig, Katibe Gizem; Sezgin, Sezan – Journal of Educational Technology and Online Learning, 2021
This paper presents an explorative holistic analysis of digitally-constructed gamification processes in mathematics education. The main aim of this study is to identify the key issues, intentions and trends by examining peer-reviewed publications using a combination of social network analysis (SNA), computerized lexical analysis and content…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
Cutumisu, Maria; Chin, Doris B.; Schwartz, Daniel L. – British Journal of Educational Technology, 2019
A major goal of contemporary education is to teach students how to learn on their own. Assessments have largely lagged behind this goal, because they measure what students have learned and not necessarily their learning processes. This research presents Posterlet, an assessment that collects evidence regarding the strategies that students choose…
Descriptors: Student Evaluation, Evaluation Methods, Learning Strategies, Educational Games
Marín, B.; Frez, J.; Cruz-Lemus, J.; Genero, M. – ACM Transactions on Computing Education, 2019
Context: Programming courses are compulsory for most engineering degrees, but students' performance on these courses is often not as good as expected. Programming is difficult for students to learn, given that it includes a lot of new, complex, and abstract topics. All of this has led experts to the conclusion that new teaching techniques are…
Descriptors: Programming, Game Based Learning, Engineering Education, College Freshmen