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Salehi, Hadi – International Journal of Learning and Change, 2017
This study aims to investigate whether there is any benefit in using IVGs among the Iranian pre-intermediate EFL learners or not. Therefore, 60 EFL learners from Padideh Derakhshan Institute in Sahinshahr, Isfahan, Iran were chosen as the sample. First, a test of novelty was administered at the early stage to ensure the novelty of to-be-instructed…
Descriptors: Teaching Methods, Video Games, Second Language Learning, Second Language Instruction
del Moral-Pérez, Mª Esther; Fernández-García, Laura Carlota; Guzmán-Duque, Alba Patricia – Electronic Journal of Research in Educational Psychology, 2015
Introduction: Our research focused on studying the extent to which the planned, systematic use of educational videogames can result in the generation of learning contexts conducive to developing Multiple Intelligences (MIs) amongst schoolchildren. Methodology: A twofold methodological approach was adopted: a) qualitative: previous assessment and…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Multiple Intelligences
Vahdat, Sedigheh; Rasti Behbahani, Amin – Reading Matrix: An International Online Journal, 2013
This study explored the effect of video games as a new tool for Iranian EFL (English as a foreign language) vocabulary learning. To conduct the study, 40 intermediate EFL learners, both male and female, were chosen through a TOEFL proficiency test. The participants were divided into two groups (10 males and 10 females in each): a control group and…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Video Games
Kooiman, Brian J.; Sheehan, Dwayne P. – American Journal of Distance Education, 2014
Exergames (active video games that require kinesthetic movement) played in proximity to other players or against a gaming machine have been linked to positive increases in cognitive functioning. This study tested to see if remote exergame play over the Internet had an impact similar to exergames that are played in proximity. The study shows that…
Descriptors: Video Technology, Educational Technology, Physical Education, Motion