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Sam Ihlenfeldt; Gregory K. W. K. Chung; Susan Lyons; Jordan Lawson; Elizabeth J. K. H. Redman – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2025
In this evaluation study, we investigated the extent to which Solitaired.com's online game, Solitaire, could be used to model players' performance on several validated cognitive tests commonly associated with mental acuity (i.e., memory and processing speed). Prior research found that Solitaire gameplay is affected by mild cognitive impairment and…
Descriptors: Computer Games, Cognitive Tests, Cognitive Processes, Reaction Time
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Dimov, Cvetomir M.; Anderson, John R.; Betts, Shawn A.; Bothell, Dan – Cognitive Science, 2023
We studied collaborative skill acquisition in a dynamic setting with the game Co-op Space Fortress. While gaining expertise, the majority of subjects became increasingly consistent in the role they adopted without being able to communicate. Moreover, they acted in anticipation of the future task state. We constructed a collaborative skill…
Descriptors: Cooperation, Skill Development, Expertise, Role Playing
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Cavalcante-Pimentel, Fernando-Silvio; Morais-Marques, Margarida; Barbosa-de-Sales-Junior, Valdick – Comunicar: Media Education Research Journal, 2022
The relationship between digital games and the mobilization of cognitive and metacognitive learning strategies deserves attention and needs research that contributes to the understanding of how these strategies can favor the teaching and learning processes. This study describes how university students over 18 years of age mobilize cognitive and…
Descriptors: Learning Strategies, Computer Games, College Students, Metacognition
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Kai-Hsiang Yang; Hui-Chun Chu; Gwo-Jen Hwang; Tzu-Jung Liu – Educational Technology Research and Development, 2025
Digital game-based learning (DGBL) has emerged as an effective strategy to enhance students' learning effectiveness. Concept mapping, recognized as a valuable tool for knowledge construction, has been widely implemented in educational settings. However, research indicates challenges when integrating concept maps into games, particularly when the…
Descriptors: Concept Mapping, Computer Games, Educational Games, Mathematics Education
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Nikola Levkov; Bojan Kitanovikj – International Journal of Technology in Education, 2024
While the right usage of technology brings a plethora of benefits, misusing technological devices and the Internet in an educational context can manifest in different behavioral tendencies. This ranges from growing addiction to technology and cyberbullying to technological anxiety and technostress. Yet, the effects of cyberloafing on students'…
Descriptors: Foreign Countries, College Students, Social Media, Internet
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Miroslava Tokovská; Dominika Doktorová; Jana Šolcová – Journal of Social Studies Education Research, 2024
The ability to learn new skills as an adult, cognitive stimulation in the ageing process, and a cognitively active lifestyle are of interest to experts in education, public health, and social studies. The game Scrabble, with its enjoyable nature, has gained recognition as an educational resource that facilitates the acquisition and preservation of…
Descriptors: Brain, Educational Games, Older Adults, Adults
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Feng Feng; Wenxia Yang – Education and Information Technologies, 2025
The emergence of digital game types has opened up significant opportunities to facilitate language acquisition through feedback provision, attracting diverse research strands to explore their potential as arenas for technology-assisted language learning. This study investigates the effects of learner-, peer-, and collaborative-regulated feedback…
Descriptors: Foreign Countries, Computer Games, Game Based Learning, Feedback (Response)
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Jiawen Liu; Rustam Shadiev; Mei Cao – Education and Information Technologies, 2025
Integrating digital games into learning about digital citizenship has garnered significant attention. While digital game-based learning has the potential to enhance learners' academic performance, engagement, and motivation, these games often focus on specific aspects of digital citizenship education and lack systematic design approaches.…
Descriptors: Computer Games, Educational Games, Game Based Learning, Citizenship Education
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Jia-Hua Zhao; Shu-Tao Shangguan; Guo Long; Qi-Fan Yang – Journal of Science Education and Technology, 2025
Digital game-based learning is a student-centered learning environment that influences learning success and learning motivation. Whereas, a poorly designed instructional game will impair learning. Through extensive knowledge construction and high engagement, collaborative concept mapping strategies have the potential to address above problems.…
Descriptors: Educational Principles, Teaching Methods, Science Instruction, Cooperative Learning
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Shu-Fang Hsieh; Gwo-Jen Hwang – Journal of Computer Assisted Learning, 2025
Background: While both Content and Language Integrated Learning (CLIL) and Digital Game-Based Learning (DGBL) are widely recognised as effective methods to enhance bilingual education, their combination often leads to cognitive overload and fragmented learning experiences. In Taiwan's bilingual education context, where integrating English into…
Descriptors: Concept Mapping, Content and Language Integrated Learning, Computer Games, Educational Games
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Ng, Lee Luan; Rino Sharieful Azizie; Chew, Shin Yi – Asia-Pacific Education Researcher, 2022
The study investigates the impact of Massively Multiplayer Online Role-Playing Game (MMORPG) on players' application of vocabulary learning strategies. The participants are experienced online gamers aged between 24 and 25 years old. Apart from identifying the vocabulary learning strategies used by the ESL players during online gaming, in order to…
Descriptors: Computer Games, Simulated Environment, Vocabulary Development, Young Adults
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Suggate, Sebastian Paul; Martzog, Philipp – Early Child Development and Care, 2022
During typical childhood interactions with screen-media, two features are prominent. First, input is dominated by audio-visual signals and second, these predominately provide children with ready-made images, potentially negating effortful mental imagery construction. We present a two-year longitudinal study on a sample of 109 preschool children.…
Descriptors: Preschool Children, Mass Media Use, Television Viewing, Video Games
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Selçuk Alkan; Tuba Ada – International Journal for Technology in Mathematics Education, 2024
The aim of this study is to examine the effect of a digital game designed within the framework of hierarchic interactionalism theory on the development of the concept of area in secondary school students. The digital game used in this study was designed after being influenced by the preliminary concepts and skills related to the concept of area…
Descriptors: Secondary School Mathematics, Secondary School Students, Secondary School Teachers, Geometric Concepts
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Kun Huang; Ching-Huei Chen – Journal of Computer Assisted Learning, 2025
Background: Digital game-based learning (DGBL) has shown promise in enhancing learning and motivation, with appropriate scaffolding playing a crucial role in facilitating student inquiries and knowledge acquisition through science games. While scaffolding is generally effective in promoting learning in DGBL, there is variability among different…
Descriptors: Video Technology, Educational Technology, Artificial Intelligence, Computer Mediated Communication
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Chang, Chi-Cheng; Yang, Szu-Ting – International Journal of Educational Technology in Higher Education, 2023
There has been a little research on emotion, cognitive load, or learning performance for digital game-based learning (DGBL). However, there is still a dearth of research on investigating the interactive effects of scaffolding DGBL and cognitive style on the above three outcomes. Participants were 97 middle-aged and elder adults from a community…
Descriptors: Adult Learning, Adults, Emotional Response, Cognitive Processes
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