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Orit Avidov-Ungar; Merav Hayak – Journal of Information Technology Education: Research, 2023
Aim/Purpose: The current research examined the use of digital games in the fully online learning context imposed by lockdowns in response to the COVID-19 pandemic. In particular, we sought to understand the contribution that digital games made to teacher educators and how they used digital games in their remotely delivered courses. Background:…
Descriptors: Computer Games, Electronic Learning, COVID-19, Pandemics
Minoo Alemi; Nayereh Bakhtiari Fard; Atefeh Rezanejad – MEXTESOL Journal, 2023
This paper examines the impact of employing an assistive humanoid robot in acquiring and retaining grammar among English as a Foreign Language (EFL) learners. To this end, forty-eight Iranian young male students (between 11 to 15 years old) were equally divided into three groups: RALL (Robot-Assisted Language Learning), GBLL (Game-based Language…
Descriptors: Robotics, Grammar, English (Second Language), Second Language Instruction
Eyupoglu, Tayyibe Fulya – ProQuest LLC, 2023
The current study aimed to contribute to the literature by implementing an intervention that examines the effects of explicit metacognitive strategy training and prompts embedded within a Game-Based Learning Environment (GBLE), "Missions with Monty," on metacognitive monitoring accuracy, game performance, and science knowledge of…
Descriptors: Game Based Learning, Metacognition, Educational Games, Grade 5
Tam, Frankie L. – ProQuest LLC, 2023
Executive functions (EF) are important cognitive processing skills required for planning, reasoning, problem solving and self-monitoring. It is vital to various aspects of human development from behavioral, social-emotional to academic. There is an increasing interest in identifying and developing cognitive skills training interventions. Results…
Descriptors: Educational Technology, Executive Function, Game Based Learning, Intervention
Greenhaw, Laura L.; Bastian, Kenzie J.; Hurdle, J. Clay – Journal of Leadership Education, 2023
COVID-19, by all accounts, forced higher education to shift to distance delivery. As a result, faculty attempted to innovate and integrate new teaching methods as courses moved online. We utilized an online, virtual reality game to teach team decision-making as a function of leadership. In teams, learners worked cooperatively, making decisions and…
Descriptors: Electronic Learning, Experiential Learning, Leadership Training, COVID-19
Prediction of Students' Learning Outcomes by Various Variables in Gamified Online Accounting Courses
Sercemeli, Murat; Baydas Onlu, Ozlem – Education and Information Technologies, 2023
The study aims to examine student emotions and behavior in a Gamified Learning Environment (GLE) in detail. In the study, in order to reveal the behavior (dynamics) and feelings (emotions) that emerge within the framework of the mechanics applied in the GLE process, it is within the scope of the main objectives of the study to determine how…
Descriptors: Accounting, Teaching Methods, Game Based Learning, Outcomes of Education
Sittichai Wichaidit; Manabu Sumida – Science Education International, 2023
The conceptual change approach has been a prevalent theoretical foundation for comprehending students' acquisition of scientific knowledge. Despite its extensive use, only a limited number of studies have employed this framework to examine the effectiveness of game-based learning (GBL). The GBL was utilized to teach 101 middle school students…
Descriptors: Game Based Learning, Instructional Effectiveness, Science Education, Middle School Students
Li, Xiuhan; Chu, Samuel Kai Wah – British Journal of Educational Technology, 2021
Gamification is becoming increasingly popular in primary education due to the widespread use of digital technology. However, gamified reading is new, and there is little empirical evidence regarding its effectiveness. The sustainability of the effects of gamification pedagogy is also in doubt as some scholars think that such effects are short-term…
Descriptors: Game Based Learning, Reading Instruction, Teaching Methods, Reading Achievement
Kang, Ya-Shu; Chang, Yao-Jen; Howell, Stephen Richard – Journal of Applied Research in Intellectual Disabilities, 2021
Background: Individuals with intellectual disabilities (ID) may have difficulties in performing daily living tasks. Among other daily living tasks, independent oral hygiene is an essential life skill for people with ID. Materials and Methods: Four children with intellectual disabilities (two males and two females, ages 7-11) participated in the…
Descriptors: Game Based Learning, Elementary School Students, Students with Disabilities, Intellectual Disability
Pamukcu, Bahattin Selim; Çakir, Hasan – Journal of Learning and Teaching in Digital Age, 2021
To increase the benefits of three-dimensional exercise games, the steps to develop these games need to be effective and efficient. The purpose of this study is to determine the game development model used in the design of three-dimensional games for exercise to create effective, efficient, usable, and safe games for users. In this article, studies…
Descriptors: Exercise, Games, Game Based Learning, Program Development
Martí-Parreño, José; Galbis-Córdova, Amparo; Currás-Pérez, Rafael – Innovations in Education and Teaching International, 2021
Despite an increasing academic attention towards both gamification and competencies-based education, little is known about Higher Education teachers' beliefs regarding the use of gamification to develop students' competencies. To fill this research gap, concept mapping was used to cluster teachers' beliefs in 4 dimensions regarding the use of…
Descriptors: Teacher Attitudes, Game Based Learning, Competency Based Education, College Faculty
Marnewick, Carl; Chetty, Jacqui – International Journal of Educational Technology in Higher Education, 2021
Gamification is used in various disciplines to elucidate complex problems. These disciplines are typically the science, technology, engineering, and mathematics disciplines. It is not known whether gamification can be used to teach research methodology. MinecraftEDU was used to create games to explain the various concepts within research…
Descriptors: Educational Games, Game Based Learning, Teaching Methods, Research Methodology
Lafton, Tove – Contemporary Issues in Early Childhood, 2021
Research concerning play and technology is largely aimed at expanding the knowledge of what technological play may be and, to a lesser extent, examines what happens to children's play when it encounters digital tools. In order to explore some of the complexity in play, this article elaborates on how Latour's concepts of 'translation' and…
Descriptors: Play, Kindergarten, Preschool Education, Educational Technology
Salgarayeva, Gulnaz I.; Iliyasova, Gulaim G.; Makhanova, Aigul S.; Abdrayimov, Rakhymzhan T. – European Journal of Contemporary Education, 2021
This study investigates the effectiveness of digital games designed specifically for the formation of correct reading skills in the learning of the Latin alphabet by learners with special educational needs in primary school. Learners participating in the study (N = 36) were randomly selected from primary school with inclusive education. During an…
Descriptors: Video Games, Game Based Learning, Elementary School Students, Inclusion
Levi, Benjamin H.; Belser, Andrew; Kapp, Karl; Verdiglione, Nicole; Mincemoyer, Claudia; Dore, Sarah; Keat, Jane; Fiene, Richard – Early Child Development and Care, 2021
iLookOut for Child Abuse (iLookOut) is an online, interactive educational programme designed to help early childhood educators/practitioners protect young children from harm, and in particular to become better at identifying and reporting suspected child abuse. The purpose of this paper is to describe the conceptual foundations and practical…
Descriptors: Child Abuse, Early Childhood Education, Child Safety, Young Children