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Senocak, Dilek; Büyük, Köksal; Bozkurt, Aras – Online Learning, 2021
Gamification, which is defined as the use of game design elements in non-game contexts, is put forward as a solution to low motivation and is suggested for the creation of a sustainable learning ecology in open and distance learning (ODL). The overall purpose of the present study was to examine the distribution of the Hexad gamification user types…
Descriptors: Game Based Learning, Open Education, Distance Education, Games
Neslihan Erbasi; Süleyman Alpaslan Sulak – International Journal of Modern Education Studies, 2025
The aim of this study is to examine the attitudes of high school students towards mind and intelligence games and how these attitudes differ based on various variables. The study population consists of 800 students studying in different departments at Konya Selçuklu Türk Telekom Vocational and Technical Anatolian High School during the 2023-2024…
Descriptors: High School Students, Student Attitudes, Student Characteristics, Foreign Countries
Say, Serkan; Akbulut, Serdar – Online Submission, 2021
Educational games are included in student-centered practices in the contemporary education system, which are suitable for the purpose of raising students who know themselves and love to research and learn. Educational games enable children to develop their cognitive, social and psycho-motor skills by being inspired by activities that are different…
Descriptors: Educational Games, Teacher Attitudes, Gender Differences, Instructional Program Divisions
Bakan, Ufuk; Han, Turgay; Bakan, Ugur – Knowledge Management & E-Learning, 2022
Although previous studies have investigated the effect of digital games on learning foreign languages, no research has examined how effective they are on learners' perceptions regarding foreign language communicative competence development. The purpose of this study is to investigate how the use of a Massive Multiplayer Online Role-Playing Game…
Descriptors: Computer Games, English (Second Language), Second Language Learning, Second Language Instruction
Kapidere, Metin – Cypriot Journal of Educational Sciences, 2021
With the rapid development of technology, digital games have become an important part of the educational process. The purpose of this study was to investigate digital educational game usage behaviour in terms of demographic variables. The model of this study is a factorial pattern among multi-variant patterns that aim to reveal the effects of…
Descriptors: Preservice Teachers, Student Attitudes, Video Games, Educational Technology
Akkaya, Sümeyra; Kapidere, Metin – World Journal on Educational Technology: Current Issues, 2021
This study is a correlation research that aims to reveal whether digital material game usage sub-dimensions, gender, school level, in-service training for education in the digital environment, digital game playing status, devices and remote education variables, are significant predictors of digital material development self-efficacy level…
Descriptors: Computer Games, Game Based Learning, Web 2.0 Technologies, Material Development
Celikturk, Halenur; Tilfarlioglu, Filiz Yalcin – Journal on English Language Teaching, 2020
This study aims to answer whether there is a relation between various competition games played in ELT (English Language Teaching) classrooms and sympathetic tendency of EFL (English as a Foreign Language) learners towards English lesson. The study was carried on 302 participants consisting of 9th grade students from a high school, Gaziantep. The…
Descriptors: Emotional Intelligence, Social Cognition, Empathy, English (Second Language)
Bozkur, Eyüp – International Journal of Progressive Education, 2019
Values are concepts that influence and direct individuals' behaviors. Because values directly influence society's structure, values education also takes an important place. Both children's games and values education have a structure that can diversify values education and make it entertaining during learning. In this study, it was aimed to reveal…
Descriptors: Values Education, Educational Games, Teacher Attitudes, Computer Games
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2020
For the forty-third time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented online during the annual AECT Convention. Volume 1 contains 37 papers dealing primarily with research and development topics. Papers dealing with the…
Descriptors: Educational Technology, Technology Uses in Education, Professional Development, Feminism

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