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Li, Ruo-Yu; Wang, Chang-Hwa – British Journal of Educational Technology, 2020
The use of smart devices as media for digital learning constitutes a new-generation digital learning paradigm. Therefore, context-aware game-based learning has attracted considerable attention. Location-based games have not only positive effects on learning but also pronounced effects on culture and history. Accordingly, focusing on railway…
Descriptors: Models, Handheld Devices, Networks, Game Based Learning
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Boggio, Cynthia; Zaher, Ahmed; Bosse, Marie-Line – British Journal of Educational Technology, 2023
The present study assessed the effectiveness of the ECRIMO educational application designed to build first-grade level spelling skills. We tested whether using the app to teach spelling would be as effective as providing the same training using traditional paper exercises. The effect of integrating gamification into mobile learning apps, which has…
Descriptors: Grade 1, Elementary School Students, Computer Software, Spelling Instruction
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Liang, Hsin-Yi; Hsu, Tien-Yu; Hwang, Gwo-Jen – British Journal of Educational Technology, 2021
Active inquiry plays a key role in science education. To facilitate children's motivation, alternate reality games are applied to engage children actively in inquiry in authentic learning contexts. However, the complexity of real-world contexts and the ambiguity of game puzzles increase the difficulty for children to conduct effective inquiries.…
Descriptors: Inquiry, Science Education, Game Based Learning, Educational Games