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Azhar, Sheikh Ahmad Firdaus Jamil; Jalil, Habibah Ab – Asian Journal of University Education, 2022
In the 21st century, mobile games have become a growing interest among children, including primary school students. This can be a great opportunity for instructors to utilize mobile games approaches and students' interest in games for education teaching and learning purposes, specifically in the primary classroom environment. However, there is no…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
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Thai, Khanh-Phuong; Bang, Hee Jin; Li, Linlin – Journal of Research on Educational Effectiveness, 2022
This study examines whether "My Math Academy," a digital game-based learning environment that provides personalized content and adaptive embedded assessments, can improve math knowledge of Transitional Kindergarten and Kindergarten students. A cluster randomized study was conducted with 20 classrooms, 10 of which were randomly assigned…
Descriptors: Mathematics Instruction, Knowledge Level, Kindergarten, Game Based Learning
Association Supporting Computer Users in Education, 2023
ASCUE, the Association Supporting Computer Users in Education, is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. ASCUE has a strong tradition of bringing its members together to pool their…
Descriptors: Conferences (Gatherings), Computer Uses in Education, Recruitment, Learning Management Systems
Willis, Judy; Willis, Malana – ASCD, 2020
Thanks to unprecedented advances in brain science, we know more about the brain today than ever before. But what does that science tell us about how we learn? How can we capture the power of neuroscience research so that it benefits our students? Judy Willis and Malana Willis answer these questions with clarity and insight, translating recent…
Descriptors: Learning Strategies, Neurosciences, Brain, Elementary Secondary Education
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Nease, Jake; Adams, Thomas A., II – Chemical Engineering Education, 2019
BLACKOUT! is a turn-based video game that introduces undergraduate and high school students to the types of power generation available in most electricity markets. The workshop portion of BLACKOUT! introduces students to the advantages and disadvantages of power generation by coal, natural gas, nuclear, wind and solar. The students then take the…
Descriptors: Experiential Learning, Video Games, Workshops, Power Technology
O'Brien, Nicole – ProQuest LLC, 2021
Background: Although there is some reported success in using gamification to improving engagement, others have critiqued that these video game like strategies are a mere "repackaging" of established classroom strategies. Many experiments with gamification, however, have only focused on those features that emphasize extrinsic rewards…
Descriptors: Educational Games, Video Games, Game Based Learning, Elementary School Teachers
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Pedersen, Susan; Oren, Mehmet; Butler-Purry, Karen – Journal of Interactive Learning Research, 2020
The effectiveness of educational games is contingent upon players staying engaged. When players become stuck, the availability of in-game instructional guidance can help them to overcome obstacles and continue to progress. In this study, we examined the impact of different formats for instructional assets designed to support learners as they play…
Descriptors: Educational Games, Video Games, Game Based Learning, Autoinstructional Aids
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Chen, Ching-Huei; Shih, Chun-Chao; Law, Victor – Educational Technology Research and Development, 2020
Digital game-based learning (DGBL) is known to be widely used for improving learning in various fields. Among the elements of DGBL, competition has been very controversial. This meta-analysis, which included 25 articles written between 2008 and 2019, revealed that DGBL has produced improvements for learning outcomes with an overall effect size of…
Descriptors: Competition, Video Games, Computer Games, Game Based Learning
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Xu, Zhihong; Chen, Zhuo; Eutsler, Lauren; Geng, Zihan; Kogut, Ashlynn – Educational Technology Research and Development, 2020
Learning with games has been increasing in practice, but studies of the features and learning outcomes involving digital games to develop language learning are scarce. This scoping review investigates the current practices of digital game-based language learning to support English language learning, in terms of participants' characteristics,…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Teaching Methods
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Bawa, Papia – International Journal of Game-Based Learning, 2020
Today, there is growing interest in digital game-based learning (DGBL) due to the increase in the variety of educational and commercial games available. Literature indicates that video games in general have entertaining, motivational, and educational benefits. Despite this, there is a lack of research comparing game types to assess their value for…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Role Playing
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Amorim, Americo N.; Jeon, Lieny; Abel, Yolanda; Felisberto, Eduardo F.; Barbosa, Leopoldo N. F.; Dias, Natália Martins – Educational Researcher, 2020
The increased use of smartphones and tablets sets the stage for new mobile-based educational programs that seek to increase student learning and engagement in school and at home. This study examines the effectiveness of Escribo Play, a game-enhanced educational program, on preschool students' phonological awareness, word reading, and writing…
Descriptors: Video Games, Educational Games, Game Based Learning, Phonological Awareness
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Baek, Youngkyun; Min, Ellen; Yun, Seongchul – Computers in the Schools, 2020
This study explored the educational potential of Minecraft, which has been widely used since its first release in 2009. Articles about Minecraft were searched for in ProQuest. Data were gathered from 28 articles that were indicative of three categories: integration into curriculum; student engagement, interest, and enthusiasm; and knowledge and…
Descriptors: Video Games, Technology Uses in Education, Learner Engagement, Skill Development
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Hwang, Gwo-Jen; Chien, Shu-Yun; Li, Wen-Shiang – British Journal of Educational Technology, 2021
Digital game-based learning (DGBL) is a frequently adopted mode for facilitating teaching and learning, where learners are immersed in game contexts to engage in gameplay and to construct meaningful knowledge. However, without guidance, students might have difficulties organizing what they have experienced in gaming contexts. Thus, in this…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Video Games
Shute, Valerie J.; Rahimi, Seyedahmad – Grantee Submission, 2021
Creativity has been of research interest to psychologists dating back many decades, and is currently recognized as one of the essential skills needed to succeed in our complex, interconnected world. One medium that has affordances to assess and support creativity in young people is video games. In this paper, we briefly discuss the literature on…
Descriptors: Creativity, Creativity Tests, Physics, Educational Games
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Tüzün, Hakan; Barab, Sasha A.; Thomas, Michael K. – Turkish Journal of Education, 2019
The purpose of this study was to identify motivational elements of an online multi-player educational computer game that uses a 3D multi-user environment to immerse children ages 9-12 in educational tasks. The methodological approach design ethnography, a process that involves using ethnographic methods when the researchers are both observers and…
Descriptors: Learning Motivation, Educational Games, Computer Games, Video Games
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