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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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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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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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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