Publication Date
In 2025 | 5 |
Descriptor
Source
Language Learning & Technology | 2 |
Discover Education | 1 |
European Journal of Education | 1 |
Health Education Journal | 1 |
Author
Ahmad Syawaluddin | 1 |
Arash Hashemifardnia | 1 |
Di Zou | 1 |
Frederick J. Poole | 1 |
Gary Cheng | 1 |
Jody Clarke-Midura | 1 |
Khalid Abdullah Alotaibi | 1 |
Matthew D. Coss | 1 |
Max Yue-Feng Wang | 1 |
Mei-Hua Hsu | 1 |
Nur Aeni | 1 |
More ▼ |
Publication Type
Journal Articles | 5 |
Reports - Research | 5 |
Education Level
Elementary Education | 2 |
Higher Education | 2 |
Intermediate Grades | 2 |
Middle Schools | 2 |
Postsecondary Education | 2 |
Grade 5 | 1 |
Grade 6 | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
International English… | 1 |
What Works Clearinghouse Rating
Yi-Fan Wang; Mei-Hua Hsu; Max Yue-Feng Wang – Health Education Journal, 2025
Objective: The medical terminology escape room game (MTEG) is a chatbot designed for gamified education that aims to transform memorizing complex medical terminology into an enjoyable experience for medical students. By combining elements of ARCS (Attention, Relevance, Confidence and Satisfaction) theory with escape room adventures, the MTEG aims…
Descriptors: Vocabulary Development, Medical Education, Game Based Learning, Nursing Students
Ruofei Zhang; Gary Cheng; Di Zou – Language Learning & Technology, 2025
Digital game-based vocabulary learning (DGBVL) integrates key game elements such as Challenges, Rewards, Human-Computer Interactions (HCI), Multimedia, and Fantasy. Although the overall effectiveness of digital games in enhancing English-as-a-foreign-language (EFL) vocabulary knowledge development is well-established, the specific roles of…
Descriptors: Vocabulary Development, Computer Games, English (Second Language), Learner Engagement
Xianlin Liu; Khalid Abdullah Alotaibi; Arash Hashemifardnia – European Journal of Education, 2025
In recent years, the integration of digital technologies into language learning has gained significant attention, particularly in the context of English as a Foreign Language (EFL) education. However, there remains a gap in understanding the broader affective and cognitive benefits of serious game-based learning (SGBL) in this field. The present…
Descriptors: Game Based Learning, Comparative Analysis, English (Second Language), Second Language Learning
Ahmad Syawaluddin; Nur Aeni – Discover Education, 2025
This study looks at how utilizing digital versions of classic games specifically Snakes and Ladders can help young learners learn more vocabulary in English. The study focuses on how digital versions of classic games can improve primary school students' vocabulary learning and retention. A quasi-experimental approach was used, with a control group…
Descriptors: Educational Technology, Technology Uses in Education, Vocabulary Development, English (Second Language)
Frederick J. Poole; Matthew D. Coss; Jody Clarke-Midura – Language Learning & Technology, 2025
This study explored the use of stealth assessments within a digital game to assess second language (L2) Chinese learners' reading comprehension. Log data tracking learners' in-game behaviors from a game designed for Chinese dual language immersion classrooms (Poole et al., 2022) were used to construct Bayesian Belief Networks to model reading…
Descriptors: Second Language Instruction, Second Language Learning, Reading Comprehension, Game Based Learning