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Eva Fidia Lestari; Masagus Firdaus; Hanni Yukamana – Journal of English Teaching, 2024
The pandemic has affected many aspects of our lives including education and that has caused the Government to provide alternative teaching methods and make recommendations for online learning. Since smartphones and laptops using the internet are the only tools for learning, students are increasingly playing online games and being exposed to…
Descriptors: Grade 7, Computer Games, Video Games, Game Based Learning
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
Norum, Reilly; Lee, Ji-Eun; Ottmar, Erin – Grantee Submission, 2022
This preliminary study examined whether distinct student profiles (N = 760) emerged based on their behavioral patterns in an online algebraic learning game. We applied k-means clustering analysis to clickstream data collected in the game and then examined how students' behavioral patterns varied across the clusters using data visualization. The…
Descriptors: Computer Games, Game Based Learning, Student Characteristics, Visual Aids
Nurnberger-Haag, Julie; Wernet, Jamie L.; Benjamin, Judy I. – International Journal of Education in Mathematics, Science and Technology, 2023
Games are often used to foster student engagement and motivation to learn content, such as mathematics. Although digital games dominate game-based learning research, the table games commonly used in classrooms warrant investigation. Especially for mathematics learning, prior research has not taken into account content-specific frameworks. Integer…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Learner Engagement
Kirk Vanacore; Adam Sales; Alison Liu; Erin Ottmar – Society for Research on Educational Effectiveness, 2023
Background: Persisting after experiencing difficulty allows students to work in the upper ends of their zones of proximal development, where most learning occurs (Ventura et al., 2013; Vygotsky & Cole, 1978). Digital educational games promote productive persistence by allowing students to repeat the same or similar problems until they reach…
Descriptors: Academic Persistence, Game Based Learning, Failure, Algebra
Abdusselam, Mustafa S. – International Technology and Education Journal, 2020
This research aims to investigate the effect of a serious game on the awareness of energy sources consumption. A weak experimental research design with one group, pretest, posttest, and formative test was used in the study. The research group consist of 17 students who attending a public secondary school in Giresun during the second semester of…
Descriptors: Educational Games, Computer Games, Game Based Learning, Energy Conservation
Gutica, Mirela; Petrina, Stephen – International Journal of Game-Based Learning, 2021
Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an…
Descriptors: Educational Games, Mathematics Instruction, Student Attitudes, Grade 6
Vallorani, Cecilia Maria; Gibert, Isabel; Tuffnell, Christopher – International Journal of Mobile and Blended Learning, 2022
This study examines the use of gamification as an innovative assessment approach to foreign language learning with 12-14-year-old students. A mixed methodology has been applied. Quantitative data have been collected from formative non-gamified and gamified assessments. Qualitative data was collected from a student questionnaire. The results were…
Descriptors: Second Language Learning, Second Language Instruction, Computer Games, Game Based Learning

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