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Ragad M. Tawafak; Liqaa Habeb Al-Obaydi; Blanka Klimova; Marcel Pikhart – Contemporary Educational Technology, 2023
This abstract presents a research study that investigates the effects of technology integration (TI) through digital gameplay on English as a foreign language (EFL) college students' behavior intention. The study employs a mixed-methods research design, combining quantitative and qualitative data collection and analysis methods. The quantitative…
Descriptors: Technology Integration, English (Second Language), Second Language Instruction, College Students
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Ferkel, Rick C.; Hutchinson, Zach T.; Razon, Selen; True, Larissa; Zupin, Dagny; Jones, Lani M.; Judge, Lawrence W. – Physical Educator, 2019
The health status and physical activity levels in the United States of adolescents and adults is disheartening. Many health professionals have been using the term exercise is medicine to advocate more physically active lifestyles. Unfortunately, the focus of most PE curriculums is directed toward a sport and game model, which research indicates…
Descriptors: Educational Benefits, Physical Education, Health Related Fitness, Adolescents
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Sung, Han-Yu; Hwang, Gwo-Jen – Computers & Education, 2013
In this study, a collaborative game-based learning environment is developed by integrating a grid-based Mindtool to facilitate the students to share and organize what they have learned during the game-playing process. To evaluate the effectiveness of the proposed approach, an experiment has been conducted in an elementary school natural science…
Descriptors: Cooperative Learning, Games, Science Instruction, Instructional Effectiveness
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Banfield, James; Wilkerson, Brad – Contemporary Issues in Education Research, 2014
The aim of this study was to assess gamification as a method of experiential learning theory (ELT) on student motivation and self-efficacy to perform System Engineering/Information Assurance (IA) tasks. The study was a basic qualitative method, whereby data was collected via semi-structured interview and then analyzed for recurring themes and…
Descriptors: Games, Experiential Learning, Learning Theories, Student Motivation
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Reynolds, Rebecca; Chiu, Ming Ming – Learning, Media and Technology, 2013
This paper explored informal (after-school) and formal (elective course in-school) learning contexts as contributors to middle-school student attitudinal changes in a guided discovery-based and blended e-learning program in which students designed web games and used social media and information resources for a full school year. Formality of the…
Descriptors: Middle School Students, After School Programs, Attitude Change, Discovery Learning
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2008
For the thirty-first year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) sponsored the publication of these Proceedings. Papers were presented at the annual AECT Convention in Orlando, Florida. This year's Proceedings has two sections--Section 1 includes research and development papers and…
Descriptors: Professional Associations, Conferences (Gatherings), Communications, Research and Development