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Showing 46 to 57 of 57 results Save | Export
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Davy Tsz Kit Ng; Chen Xinyu; Jac Ka Lok Leung; Samuel Kai Wah Chu – Journal of Computer Assisted Learning, 2024
Background: As the significance of artificial intelligence (AI) continues to increase, there is a need for effective scaffolding and support for novice learners. Educators have encountered challenges in effectively scaffolding novice learners AI concepts, and providing appropriate motivational support. Research evidence has shown the potential of…
Descriptors: Artificial Intelligence, Novices, Scaffolding (Teaching Technique), Game Based Learning
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Porat, Erez; Shamir-Inbal, Tamar; Blau, Ina – Journal of Computer Assisted Learning, 2023
Introduction: Virtual worlds (VWs) are immersive three-dimensional environments, accessible simultaneously to multiple users, and described as shared, simulated spaces, whose inhabitants represented as avatars. VWs enable freedom of expression. Using VWs in educational contexts requires a shift from teacher-centered instruction to facilitation of…
Descriptors: Teaching Methods, Computer Simulation, Elementary Secondary Education, Student Attitudes
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Patel, Priyanka; Torppa, Minna; Aro, Mikko; Richardson, Ulla; Lyytinen, Heikki – Journal of Computer Assisted Learning, 2022
Background: In 2018, it was found that only a quarter of Grade 3 children in India were reading at grade level. A growing demand for English education has further limited children's literacy achievement. Despite a strong evidence base in favour of using systematic phonics for building English literacy skills, many teachers in India continue to use…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Teaching Methods
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Tsai, Yu-Ling; Tsai, Chin-Chung – Journal of Computer Assisted Learning, 2020
This meta-analysis investigates the relative effectiveness of game-based science learning against other instructional methods (Gameplay design) as well as against science game variants enriched with mechanisms (Game-mechanism design). An overall medium effect size for Gameplay design (k = 14, N[subscript es] = 14, g[subscript RE] = 0.646, p =…
Descriptors: Game Based Learning, Science Instruction, Teaching Methods, Educational Games
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van Uittert, Anne; Verhoeven, Ludo; Segers, Eliane – Journal of Computer Assisted Learning, 2022
In the present study, a 5-week tablet-based word reading efficiency game intervention (Reading Turbo) was integrated in a comprehensive phonics-based reading curriculum. The aims of the study were to examine whether the game would advance children's word reading efficiency, and to determine the extent to which pre-reading capacities and in-game…
Descriptors: Game Based Learning, Reading Instruction, Reading Fluency, Educational Games
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Alam, Md. I.; Malone, Lauren; Nadolny, Larysa; Brown, Michael; Cervato, Cinzia – Journal of Computer Assisted Learning, 2023
Background: The substantial growth in gamification research has connected gamified learning to enhanced engagement, improved performance, and greater motivation. Similar to gamification, personalized learning analytics dashboards can enhance student engagement. Objectives: This study explores the student experiences and academic achievements using…
Descriptors: Academic Achievement, Game Based Learning, Introductory Courses, STEM Education
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Zare, Mahbobe; Amani, Malahat; Sadoughi, Majid – Journal of Computer Assisted Learning, 2020
Children with dyslexia have reduced sensitivity to phonological sounds and words, and this deficiency in lexical processing causes many problems for them. Word exercise games based on phonological awareness have emphasized the mistakes of students with dyslexia, attempting to help children avoid these mistakes. This study was conducted to…
Descriptors: Game Based Learning, Indo European Languages, Spelling, Students with Disabilities
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Tsai, Chun-Yen; Lin, Huann-shyang; Liu, Shu-Chiu – Journal of Computer Assisted Learning, 2020
The purpose of this study is to explore the effect of a pedagogical model of digital games on students' scientific competencies that are advocated by the Programme for International Student Assessment (PISA). As a single game-based learning strategy may not be enough to enhance such competencies, the online game in the current study incorporated…
Descriptors: Educational Games, Instructional Effectiveness, Achievement Tests, Foreign Countries
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Deng, Li; Wu, Shaoyang; Chen, Yumeng; Peng, Zhengmei – Journal of Computer Assisted Learning, 2020
This study examined the perceptions and experiences of a teacher and students in a Shanghai public primary school when digital games were used in a second-grade math class. The participants included one teacher and 45 students. Data collection methods included classroom observation, focus-group and individual interviews, and document analysis.…
Descriptors: Foreign Countries, Elementary School Students, Grade 2, Mathematics Education
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Alonso-Fernández, Cristina; Martínez-Ortiz, Iván; Caballero, Rafael; Freire, Manuel; Fernández-Manjón, Baltasar – Journal of Computer Assisted Learning, 2020
Serious games have proven to be a powerful tool in education to engage, motivate, and help students learn. However, the change in student knowledge after playing games is usually measured with traditional (paper) prequestionnaires-postquestionnaires. We propose a combination of game learning analytics and data mining techniques to predict…
Descriptors: Case Studies, Teaching Methods, Game Based Learning, Student Motivation
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Zhang, Lu; Shang, Junjie; Pelton, Tim; Pelton, Leslee Francis – Journal of Computer Assisted Learning, 2020
With the advent of mobile technologies, well-designed fraction apps can be used to help children gain fraction knowledge, a challenging topic for both teachers and students. The present pilot study adopted a quasi-experimental design to investigate whether children can learn fraction concepts equally well if half of the lesson time (20 min) is…
Descriptors: Elementary School Students, Fractions, Computer Games, Educational Games
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Ronimus, Miia; Eklund, Kenneth; Westerholm, Jari; Ketonen, Ritva; Lyytinen, Heikki – Journal of Computer Assisted Learning, 2020
We used a randomized controlled trial to investigate if a mobile game, GraphoLearn (GL), could effectively support the learning of first graders (N = 70), who have severe difficulties in reading and spelling. We studied the effects of two versions of the game: GL Reading, which focused on training letter-sound correspondence and word reading; and…
Descriptors: Game Based Learning, Computer Games, Educational Games, Handheld Devices
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