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Rahimi, Seyedahmad; Shute, Valerie; Kuba, Renata; Dai, Chih-Pu; Yang, Xiaotong; Smith, Ginny; Alonso Fernández, Cristina – Grantee Submission, 2021
We examined the use and effectiveness of an incentive system--one of the five elements of a theory-based motivational architecture in educational games that we proposed--in a computer-based physics game on students' learning and performance. The incentive system's purpose was to motivate students to access learning supports designed to facilitate…
Descriptors: Educational Games, Incentives, Student Motivation, Program Effectiveness
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Díez-Pascual, Ana María; Díaz, María Pilar García – Education Sciences, 2020
The use of information and communication technologies (ICTs) has become a fundamental tool in all areas of today's society, including higher education. Lessons cannot be envisaged without the use of tools such as computers, tablets or mobile devices. Many lecturers use audience response systems (ARS) to keep their classes engaged. ARS software…
Descriptors: Audience Response Systems, Computer Software, Educational Technology, Game Based Learning
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Bakri, Syah Runniza Ahmad; Liew, Chin Ying; Chen, Chee Khium; Tuh, Moi Hua; Ling, Siew Ching – Asian Journal of University Education, 2020
Sketching the graph of mathematical functions using derivatives is a challenging task for undergraduate students who enrol for the first level of calculus course. Before graph plotting, students are required to perform a thorough function analysis using the concepts learned in differentiation. They are then expected to solicit the results obtained…
Descriptors: Calculus, Mathematics Instruction, College Mathematics, Undergraduate Students
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Spangenberger, Pia; Matthes, Nadine; Kruse, Linda; Draeger, Iken; Narciss, Susanne; Kapp, Felix – Journal of Education for Sustainable Development, 2020
In this article, we describe a practical implementation of a serious game to facilitate knowledge acquisition about renewable energy technologies among youngsters, using the game Serena Supergreen and the Broken Blade. We present the quest design and an evaluation study on the research questions: (1) Did youngsters who played the game have more…
Descriptors: Educational Games, Computer Games, Game Based Learning, Instructional Effectiveness
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Bikar, Soon Singh; Sharif, Sabariah; Talin, Rosy; Rathakrishnan, Balan – Review of International Geographical Education, 2020
Recent trends show the number of students studying geography in upper secondary school is declining. Among the reasons identified is that geography is perceived as a very tedious and difficult subject to study. With the rapid development of technology in the twenty-first century, the use of multi-media tools and technologies in education have…
Descriptors: Student Attitudes, Attitude Change, Secondary School Students, Student Motivation
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Celestini, Ann – Canadian Journal of Learning and Technology, 2020
Games have been socially entrenched throughout history as a form of entertainment. Current rapidly changing technological advances have permitted an increasingly prominent means of utilizing these entertainment sources in an instructional capacity for educational purposes. As a result, serious games focus on engaging learners in activities which…
Descriptors: Higher Education, Distance Education, Game Based Learning, Educational Games
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Zeng, Hui; Zhou, Shao-Na; Hong, Gui-Rong; Li, Qiu-ye; Xu, Shao-Qiu – Journal of Baltic Science Education, 2020
In recent years, game-based learning has attracted much attention in education; however, the effectiveness of game-based learning is still not solidly confirmed. In the present research, a game-based learning in the physics domain with guides provided direct and immediate feedback. The research was conducted among three different groups: the…
Descriptors: Science Instruction, Physics, Game Based Learning, Educational Technology
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Fasha, Linda Hania; Ruqoyah, Siti – Elementary School Forum (Mimbar Sekolah Dasar), 2020
This research is motivated by the low creative thinking ability of the fourth-grade primary school students in Cimahi City. The purpose of this research is to examine the achievement and improvement of creative thinking abilities of primary school students between those who used the Course Review Hooray (CRH) learning model assisted by monopoly…
Descriptors: Creative Thinking, Thinking Skills, Elementary School Students, Grade 4
Li, Jingwei – ProQuest LLC, 2020
This dissertation study aimed to explore whether and how individual differences in verbal and visuospatial working memory capacity and executive functions influence elementary students' mathematics fact mastery and mathematics anxiety as they engage in learning using ReflexTM, a game-based, visuospatial rich adaptive learning platform for…
Descriptors: Elementary School Students, Mathematics Education, Mathematics Anxiety, Game Based Learning
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Stylianidou, Nayia; Sofianidis, Angelos; Manoli, Elpiniki; Meletiou-Mavrotheris, Maria – Education Sciences, 2020
This article reports on the main experiences gained from a teaching intervention which utilised the alternate reality game 'Helping Nemo' in an augmented reality environment for formative assessment. The purpose of the study was to explore the ways in which the affordances arising from the combination of alternate reality games and augmented…
Descriptors: Educational Games, Access to Education, Computer Simulation, Intervention
Pamela Sveitlana Gibbs – ProQuest LLC, 2020
Advancements in technology have increased so rapidly that calls for education reform centering on STEM have become louder and louder. Particularly, many researchers and educators are focusing on math, because of its pivotal role in STEM, and the low-performance ratings of students within the United States. One of the potential reforms being…
Descriptors: Educational Technology, Game Based Learning, Video Games, Middle School Students
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García-Peñalvo, Francisco José, Ed.; García-Holgado, Alicia, Ed. – Lecture Notes in Educational Technology, 2023
This TEEM 2022 Conference (International Conference on Technological Ecosystems for Enhancing Multiculturality) Proceedings reflects the most outstanding advances, with a multidisciplinary perspective, in the technological ecosystems that support the Knowledge Society building and development. With its learning technology-based focus using a…
Descriptors: Interdisciplinary Approach, Conference Papers, Technology Uses in Education, Information Science
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Pattemore, Matthew; Gilabert, Roger – Language Learning Journal, 2023
This study investigates the provision of two types of auditory elaborative automated digital feedback (metalinguistic and informational) in the context of a digital game for reading skills development in English as a foreign language. Nineteen 11-year-old Spanish-Catalan school children played through two digital minigames while their…
Descriptors: Eye Movements, Spanish, Romance Languages, English (Second Language)
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Bolstad, Rachel – set: Research Information for Teachers, 2018
The Games for Learning project set out to explore game-based learning (GBL) practices in New Zealand classrooms and build a connected community of research and practice. Our research suggests there is a mixture of curiosity, enthusiasm, and uncertainty in the sector about where games "fit" into learning. I outline some of the theoretical…
Descriptors: Foreign Countries, Educational Games, Game Based Learning, Teaching Methods
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Ifenthaler, Dirk; Gibson, David; Zheng, Longwei – International Association for Development of the Information Society, 2018
This study is part of a research programme investigating the dynamics and impacts of learning engagement in a challenge-based digital learning environment. Learning engagement is a multidimensional concept which includes an individual's ability to behaviourally, cognitively, emotionally, and motivationally engage in an on-going learning process.…
Descriptors: Learner Engagement, Electronic Learning, Learning Analytics, College Students
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