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Giannakas, Filippos; Kambourakis, Georgios; Papasalouros, Andreas; Gritzalis, Stefanos – Educational Technology Research and Development, 2018
With the increasing popularity of smartphones and tablets, game-based learning (GBL) is undergoing a rapid shift to mobile platforms. This transformation is driven by mobility, wireless interfaces, and built-in sensors that these smart devices offer in order to enable blended and context-sensitive mobile learning (m-Learning) activities. Thus,…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
Schrier, Karen – Educational Technology Research and Development, 2017
How can we better design games, such as role-playing video games (RPGs), to support the practice of ethical thinking? Ethical thinking is a critical component of twenty-first century citizenship and we need to design ways to creatively support its practice. This study investigates how male participants, ages 18-34, make ethical decisions in three…
Descriptors: Ethics, Video Games, Role Playing, Adults
Black, Rebecca W.; Alexander, Jonathan; Korobkova, Ksenia – Teachers College Record, 2017
Background/Context: Sociocultural research on young people's literate practices with digital media has generally focused on literacy events and practices that are grounded in distinct online locations, such as affinity spaces, specific websites, particular videogames, or virtual worlds. Purpose/Objective/Research Question/Focus of Study:…
Descriptors: Simulated Environment, Computer Simulation, Qualitative Research, Literacy
Jennifer Melissa García-Dávila; Wulfrano Arturo Luna-Ramírez – International Association for Development of the Information Society, 2022
Mexico is a country where seismic events occur in a daily basis. Since 1990, the national seismological service has reported various earthquakes, in some cases they usually imperceptible, it doesn't ensure that the population cannot be injured, there for, it is important to keep the entire population informed and prepared in the event of an…
Descriptors: Video Games, Natural Disasters, Teaching Methods, Masters Programs
A Comparison of Text-with-Images and Video-Based Instructional Guidance in an Educational Video Game
Pedersen, Susan; Oren, Mehmet; Butler-Purry, Karen – Journal of Interactive Learning Research, 2020
The effectiveness of educational games is contingent upon players staying engaged. When players become stuck, the availability of in-game instructional guidance can help them to overcome obstacles and continue to progress. In this study, we examined the impact of different formats for instructional assets designed to support learners as they play…
Descriptors: Educational Games, Video Games, Game Based Learning, Autoinstructional Aids
Chen, Ching-Huei; Shih, Chun-Chao; Law, Victor – Educational Technology Research and Development, 2020
Digital game-based learning (DGBL) is known to be widely used for improving learning in various fields. Among the elements of DGBL, competition has been very controversial. This meta-analysis, which included 25 articles written between 2008 and 2019, revealed that DGBL has produced improvements for learning outcomes with an overall effect size of…
Descriptors: Competition, Video Games, Computer Games, Game Based Learning
Xu, Zhihong; Chen, Zhuo; Eutsler, Lauren; Geng, Zihan; Kogut, Ashlynn – Educational Technology Research and Development, 2020
Learning with games has been increasing in practice, but studies of the features and learning outcomes involving digital games to develop language learning are scarce. This scoping review investigates the current practices of digital game-based language learning to support English language learning, in terms of participants' characteristics,…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Teaching Methods
Bawa, Papia – International Journal of Game-Based Learning, 2020
Today, there is growing interest in digital game-based learning (DGBL) due to the increase in the variety of educational and commercial games available. Literature indicates that video games in general have entertaining, motivational, and educational benefits. Despite this, there is a lack of research comparing game types to assess their value for…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Role Playing
Li, Qing; Tay, Richard; Pustaka, Arkhadi – Journal of Educational Technology Systems, 2020
The main purpose of this research is to examine the effect of game-based learning on knowledge acquisition and retention of road rules. A secondary purpose of this study is to investigate possible gender differences related to such an approach. The third purpose is to explore the relationship between beliefs and knowledge acquisition. This…
Descriptors: Educational Games, Teaching Methods, Educational Technology, Video Games
Uluay, Gulsah; Dogan, Alev – Journal of Education in Science, Environment and Health, 2020
The aim of this paper is to introduce Kodu Game Lab to pre-service science teachers through a method course based on MAGDAIRE framework and prepare them to design their own digital games. In accordance with this purpose, key factors towards using digital games in classroom are also observed. Convergent parallel design that is a type of mix method…
Descriptors: Preservice Teachers, Science Teachers, Teaching Methods, Electronic Learning
Carbajal, M. Julia; Chartofylaka, Lamprini; Hamilton, Mollie; Fiévet, Anne-Caroline; Peperkamp, Sharon – Language Learning and Development, 2020
We investigate bilingual children's perception of assimilations, i.e. phonological rules by which a consonant at a word edge adopts a phonological feature of a neighboring consonant. For instance, English has place assimilation (e.g., "green" is pronounced with a final [m] in "green pen"), while French has voicing assimilation…
Descriptors: Auditory Perception, Word Recognition, Video Games, Toddlers
Amorim, Americo N.; Jeon, Lieny; Abel, Yolanda; Felisberto, Eduardo F.; Barbosa, Leopoldo N. F.; Dias, Natália Martins – Educational Researcher, 2020
The increased use of smartphones and tablets sets the stage for new mobile-based educational programs that seek to increase student learning and engagement in school and at home. This study examines the effectiveness of Escribo Play, a game-enhanced educational program, on preschool students' phonological awareness, word reading, and writing…
Descriptors: Video Games, Educational Games, Game Based Learning, Phonological Awareness
Baek, Youngkyun; Min, Ellen; Yun, Seongchul – Computers in the Schools, 2020
This study explored the educational potential of Minecraft, which has been widely used since its first release in 2009. Articles about Minecraft were searched for in ProQuest. Data were gathered from 28 articles that were indicative of three categories: integration into curriculum; student engagement, interest, and enthusiasm; and knowledge and…
Descriptors: Video Games, Technology Uses in Education, Learner Engagement, Skill Development
López López, Ligia; Nikey – Race, Ethnicity and Education, 2021
Being "in" curriculum is the cry of the "damné" to call for attention to one's existence against the antiblack and antibrown 'weather' in schools. This paper draws from the cry of young people, particularly Black girls to say 'I am here' in curriculum. Drawing from two years of primary/elementary classroom research in the…
Descriptors: African Americans, Females, Racial Bias, Gender Bias
González López, Ignacio; Quintero Ordóñez, Belén; Reche Urbano, Eloísa; Fuentes Esparrell, Juan – Digital Education Review, 2021
This study aims to determine the perceptions families have about their children's use of Information and Communication Technologies, identifying usage habits and their effects on the management of emotions, within the academic and social settings. The study was conducted with a total of 253 families from throughout Spain, whose children are…
Descriptors: Information Technology, Adolescents, Secondary School Students, Family Attitudes