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McNamara, Danielle S. – Grantee Submission, 2021
An overarching motivation driving my research has been to further our theoretical understanding of how readers successfully comprehend challenging text. This article describes the theoretical origins of this research program and my quest to understand comprehension processes through the use of technology. Coh-Metrix was developed to measure, and…
Descriptors: Educational Research, Reading Comprehension, Difficulty Level, Educational Technology
de Carvalho, Carlos Vaz, Ed.; Bauters, Merja, Ed. – Lecture Notes in Educational Technology, 2021
This book promotes student-centered approaches to the learning process, allowing students to develop skills and competences that traditional, passive learning methods cannot foster. In turn, supporting active learning with digital technology tools creates new possibilities in terms of pedagogical design and implementation. This book addresses the…
Descriptors: Active Learning, Technology Uses in Education, Student Centered Learning, Problem Based Learning
Galal El-Din Abdel-Rahman, Esraa Ashraf; Abdel-Haq, Eman Mohammad; Aly, Mahsoub Abdel-Sadeq; Mahmoud Diah, Abeer Ali – Online Submission, 2021
The present study aimed at investigating the effect of Quizizz and Kahoot! applications on developing EFL vocabulary learning among freshmen students at Faculty of Education. The participants of the study consisted of 30 freshmen students enrolled in the English section at Faculty of Education, Benha University, Egypt. The study followed the…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, College Freshmen
Chiraz, Anane – International Society for Technology, Education, and Science, 2022
Since the COVID-19 Pandemic and the developing of online teaching, it was important to find some alternative teaching solutions to keep the learners motivated and focused on their learning processes. In this purpose, gamification, mainly "Kahoot," as well as some digital activities were introduced in my French as a foreign language…
Descriptors: Second Language Learning, Second Language Instruction, COVID-19, Pandemics
Lee, Yoonhee N.; Zhu, Meina – Computers in the Schools, 2022
Digital Game Based Learning (DGBL) was considered as an effective way to engage learners and enhance learning performance. This case study demonstrates a design case that uses DGBL to support writing practices using student-centered pedagogy in K-12 education. Minecraft is used as a tool of transferring students' imagination and abstract design to…
Descriptors: Video Technology, Computer Games, Game Based Learning, Learner Engagement
Pando Cerra, Pablo; Fernández Álvarez, Humberto; Busto Parra, Bernardo; Iglesias Cordera, Paula – Journal of Educational Computing Research, 2022
Game-Based Learning (GBL) is increasingly widespread as a learning technique in the engineering studies. However, this innovative methodology may be difficult to incorporate in some subjects due to their complex contents. This paper aims at combining traditional learning methodologies with game mechanics by using an ad-hoc gaming web environment…
Descriptors: Academic Achievement, Game Based Learning, Information Technology, Teaching Methods
Pratiwi, Damar Isti; Waluyo, Budi – Malaysian Journal of Learning and Instruction, 2022
Purpose: This study examined the integration of task and game-based learning into an online Test of English as a Foreign Language (TOEFL) preparatory course taught at two Indonesian higher education institutions (HEI) over a period of 20 online class meetings totaling 40 class hours. Methodology: Using a single-case experimental design, it engaged…
Descriptors: English (Second Language), Second Language Instruction, Undergraduate Students, Foreign Countries
Li, Lan – Innovations in Education and Teaching International, 2019
Formative peer assessment is widely used in education to foster student learning. However, it is critical to provide students with assessment training before engaging them in peer assessment, as students may not be capable of understanding marking criteria and critically assessing their peers. The present study examined the effects of gamed-based…
Descriptors: Game Based Learning, Peer Evaluation, Student Motivation, Skill Development
Motz, Vicki Abrams; Koneval, Timothy; Bennett-Toomey, Jill; Suniga, Rema G.; Connour, Jacqueline Runestad – HAPS Educator, 2019
Board games continue to increase in popularity and the pedagogical value of games has been repeatedly supported. Games keep students engaged and the level of engagement translates directly into time spent playing, and correspondingly, time spent reviewing course material. Therefore, game play is expected to result in greater student success.…
Descriptors: Anatomy, Physiology, Educational Games, Game Based Learning
Kier, Cheryl A. – Journal of Academic Ethics, 2019
This project assesses the ability of a game tutorial, "Goblin Threat" to increase university students' ability to recognize plagiarized passages. The game tutorial covers information about how to cite properly, types and consequences of plagiarism, and the differences between paraphrasing and plagiarism. The game involves finding and…
Descriptors: Plagiarism, Intervention, Game Based Learning, Online Courses
Cinar, Sinan – Cypriot Journal of Educational Sciences, 2019
Young boys and girls make houses and beds from cloths and cartons for their dolls, erect shelters and fences for toy animals, build ramps and garages from blocks for toy cars, and lift objects using a rope and reel for having fun. Thanks to their experiences with such design-based games, children combine science with engineering and try to…
Descriptors: STEM Education, Engineering, Design, Curriculum Implementation
Damron, Kelly – Journal of Instructional Research, 2019
A board game is used in financial accounting courses as a means to engage students actively in their own learning. Since many students are intimidated by accounting or find the topic uninteresting, the use of games, especially a board game, encourages them to engage actively. After playing the board game, the students in the classroom appreciate a…
Descriptors: Games, Game Based Learning, Teaching Methods, Learner Engagement
Sugahara, Satoshi; Lau, David – Journal of Education for Business, 2019
The authors examine the determinants of the effective implementation of game-based learning (GBL) for experiential learning. They focus on the successful GBL initiative called Management Game (MG) and adopt the theory-driven deductive thematic analysis approach of Boyatzis along with the Matsuo model as theoretical rationale. Overall, the findings…
Descriptors: Game Based Learning, Experiential Learning, Accounting, Educational Games
Shute, Valerie; Rahimi, Seyedahmad; Lu, Xi – Grantee Submission, 2019
Digital, educational games have many promises (e.g., increasing students' content knowledge as well as competencies like problem-solving, spatial skills, and persistence). However, there are challenges to overcome before using these games more broadly in educational settings. One challenge involves identifying effective, theoretically based…
Descriptors: Educational Games, Computer Games, Game Based Learning, Middle School Students
Watson-Huggins, Janice – Distance Learning, 2018
This article provides empirical data from a study on the effects of the implementation of a gaming system as an experiment and also provides recommendations on how such a system could be implemented in the general Jamaican school system. While there are numerous studies that investigate the impact of gamification in higher education and high…
Descriptors: Game Based Learning, Mathematics Achievement, Foreign Countries, Grade 6