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Lai, Kuo-Wei Kyle; Chen, Hao-Jan Howard – Computer Assisted Language Learning, 2023
Research on vocabulary acquisition in digital game-based learning has been increasing over the years, with advancements in technology giving rise to numerous learning alternatives in second language acquisition. As virtual reality gaming offers new opportunities to explore its effectiveness in language learning, it is thus important to investigate…
Descriptors: Vocabulary Development, Game Based Learning, Second Language Learning, Second Language Instruction
Pinder, Patrice Juliet; Pinto, Giles – Online Submission, 2018
Very few studies on game-based learning (GBL) have been conducted within the Caribbean/West Indies, particularly studies of a mixed-methods nature examining in-service K-12 STEAM teachers' perspectives. This study addresses the aforementioned gap and explores the benefits of employing GBL as a teaching strategy in primary (elementary) and…
Descriptors: Foreign Countries, Elementary School Teachers, Secondary School Teachers, Teacher Attitudes
Alicia Bower; Kami L. Tsai; Carey S. Ryan; Rebecca Anderson; Andrew Jameton; Maurice Godfrey – Journal of STEM Outreach, 2018
We describe a game and teachers' experiences using it in their middle and high school science courses. The game, which is called "Luck of the Draw", was designed originally to engage medical students and later adopted for middle school, high school, and college students in genetics, and to encourage critical thinking about is-sues such…
Descriptors: Learner Engagement, Critical Thinking, Thinking Skills, Educational Games
Bolstad, Rachel; McDowall, Sue – New Zealand Council for Educational Research, 2019
This report discusses the potential of games to support learning, and what innovative game-based (or "gameful") learning and teaching practices can look like in a range of New Zealand school settings. Over 2 years, we undertook fieldwork in 14 schools, interviewed 21 teachers and more than 100 students ranging from Year 3 to Year 13. We…
Descriptors: Foreign Countries, Game Based Learning, Educational Innovation, Educational Practices