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Tao, Yingxu; Zou, Bin – Computer Assisted Language Learning, 2023
Technological progress has enhanced classroom gamification in a number of learning contexts. Kahoot! as a digital game-based learning platform is being increasingly integrated into teaching environments to facilitate effective classroom learning. The research focused on Chinese students' perceptions of using Kahoot! in classroom teaching in order…
Descriptors: Student Attitudes, Educational Games, Audience Response Systems, English (Second Language)
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Igor Ivanovic – Education and Information Technologies, 2024
This paper seeks to construct a narrative woven around the academic ventures and tribulations of third-year students who, in their initial university chapter, stumbled on the academic hurdles of General English 1 and 2 examinations and to immerse in a realm where digital game-based learning takes centre stage, exploring its potential as a…
Descriptors: Game Based Learning, College Students, Technology Uses in Education, Video Games
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Mohammed Estaiteyeh; Isha DeCoito – Interactive Learning Environments, 2024
Differentiated instruction (DI) is a teaching approach that aims to achieve learning for diverse students. This study reports on promoting STEM teacher candidates' (TCs') implementation of technology-enhanced DI in teacher education courses. The research questions are: (1) How do TCs develop digital video games (DVGs) to be inclusive of DI?, and…
Descriptors: STEM Education, Preservice Teachers, Individualized Instruction, Student Needs
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M. Engin Deniz; Hacer Yildirim Kurtulus; Yagmur Kaya – Psychology in the Schools, 2024
The presence of communication within the family can be considered as a protective factor in preventing the development of mental health problems in school by acting as a buffer against mental health problems in adolescents. Thus, this study, which was designed to reveal the potential mechanisms between family communication and bi-dimensional…
Descriptors: Foreign Countries, Family Relationship, Mental Health, Adolescents
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Erika Spray; Natasha Kett; Nate Rutherford; Tess Rendoth – Australasian Journal of Educational Technology, 2024
Simulated learning environments have rapidly evolved in recent years and are gaining traction as an effective tool in teacher education (Australian Institute for Teaching and School Leadership, 2023; Frei-Landau et al., 2023). This paper explores the use of virtual classroom simulation in initial teacher education at an Australian university. It…
Descriptors: Computer Simulation, Teacher Education, Foreign Countries, Alignment (Education)
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Turan, Serhat; Öcal, Tuncay; Cengiz, Ömer – Education Quarterly Reviews, 2022
The aim of the research is to investigate the digital game addiction and social anxiety levels of adolescents who play sports recreationally. 226 adolescents (69 girls, 157 boys) who do sports recreationally participated in the research. In the research, the personal information form prepared by the researcher and the short form of the digital…
Descriptors: Video Games, Addictive Behavior, Anxiety, Adolescents
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Abdul Ghani, Mohammad Taufiq; Hamzah, Mahizer; Wan Daud, Wan Ab Aziz; Muhamad Romli, Taj Rijal – Contemporary Educational Technology, 2022
In the 21st century, the advancement of technology has changed how people, especially the younger generation communicate and socialise with each other, as well as how they learn, acquire and process information. Therefore, this study aims to explore the impact on the employment of digital game-based learning in Arabic class at the tertiary level.…
Descriptors: Handheld Devices, Video Games, Semitic Languages, Second Language Learning
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Salas-Rueda, Ricardo-Adán; Alvarado-Zamorano, Clara; Ramírez-Ortega, Jesús – Educational Process: International Journal, 2022
Background/purpose: During the COVID-19 pandemic, teachers were required to update school activities using various technological tools. The aim of this mixed research was the construction and usage analysis of the Digital Game for the teaching-learning process on Electronics (DGE) version 3.0 in the Combinational Circuits unit through data…
Descriptors: Video Games, Teaching Methods, Learning Processes, Electronics
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Nigg, Carina; Weber, Christoph; Schipperijn, Jasper; Reichert, Markus; Oriwol, Doris; Worth, Annette; Woll, Alexander; Niessner, Claudia – Health Education & Behavior, 2022
Background: Urban and rural areas have been experiencing major demographic and structural changes, characterized by an aging population in rural areas and a growth of cities in number and size. However, it is poorly researched how children's physical activity and screen time developed in urban and rural areas. To address this deficit, we…
Descriptors: Rural Urban Differences, Children, Physical Activity Level, Trend Analysis
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Valenzuela, Daniela; Turunen, Tiina; Gana, Sofía; Rojas-Barahona, Cristian A.; Araya, Ricardo; Salmivalli, Christina; Gaete, Jorge – Prevention Science, 2022
Bullying is a major health problem. The KiVa antibullying program has been evaluated in Finland and other European countries, showing preventive effects on self-reported bullying victimization and perpetration. No evaluations of this program have been conducted in Latin America. A cluster randomized controlled trial was conducted at socially…
Descriptors: Foreign Countries, Bullying, Prevention, Program Effectiveness
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Hobbs, Laura; Behenna, Sarah – Primary Science, 2023
This article discusses how the authors' 'Science Hunters' suite of projects uses the computer game Minecraft to engage children, particularly those from underrepresented groups, with STEM. Delivered by environmental scientists, Science Hunters projects link to the United Nations' Sustainable Development Goals (SDGs) through offering inclusive…
Descriptors: Learner Engagement, Disproportionate Representation, STEM Education, Video Games
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Romero Rodríguez, Laura – Education and Information Technologies, 2023
Society is continually evolving and the needs of current generations of students are changing, deriving from the ongoing digital evolution of the whole of society. Gamification tools are increasingly being implemented in education, since previous studies have demonstrated their usefulness to foster motivation, particularly in the case of…
Descriptors: Engineering Education, Educational Games, Gamification, Game Based Learning
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Prasetiawan, Hardi; Barida, Muya; Handaka, Irvan Budhi; Widyastuti, Dian Ari; Agungbudiprabowo; Wahyudi, Amien; Muyana, Siti; Saputra, Wahyu Nanda Eka – Pegem Journal of Education and Instruction, 2023
The purpose of this study is to mengetahui keberterimaan produk yang berupa Creative Cognitive Behavior Group Counseling dalam mereduksi kecanduan game online. Penelitian ini menggunakan pola penelitian dan pengembangan Born & Galls yang terdiri dari tahap studi pendahuluan, tahap pengembangan produk, dan tahap evaluasi. The participants of…
Descriptors: Addictive Behavior, Counseling Techniques, Behavior Modification, Group Counseling
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Lincenberg, Jordan; Eynon, Rebecca – Review of Education, Pedagogy & Cultural Studies, 2023
The use of video games in schools is not new. However, classroom use of video games may be poised for a dramatic shift as billion dollar video game franchises such as "Assassin's Creed" and "Minecraft" continue to invest in features aimed at facilitating the use of these games for education (Egbert & Borysenko, 2018;…
Descriptors: Video Games, Teacher Role, Personal Autonomy, Game Based Learning
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Theodoulou, Jack; Curwood, Jen Scott – English Teaching: Practice and Critique, 2023
Purpose: Videogames are complex, meaningful and multimodal texts. This study aims to explore how students could learn about narratives from, and be engaged by, playing a videogame and how a teacher adapted their pedagogy to incorporate the young adult videogame (YA game) "What Remains of Edith Finch" into an English Language Arts…
Descriptors: Video Games, Learner Engagement, English Instruction, Language Arts
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