Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 5 |
| Since 2017 (last 10 years) | 5 |
| Since 2007 (last 20 years) | 5 |
Descriptor
Source
| Cogent Education | 1 |
| Computer Assisted Language… | 1 |
| European Journal of Education… | 1 |
| European Journal of… | 1 |
| Journal of Education and… | 1 |
Author
| Ari Muhammad Syifa | 1 |
| David Segoh | 1 |
| Glassey, Jarka | 1 |
| Lilla Musyahda | 1 |
| Mei-Shiu Chiu | 1 |
| Panayiotis Arvanitis | 1 |
| Peterson, Mark | 1 |
| Pinelopi Krystalli | 1 |
| Russo Abegão, Fernando | 1 |
| Toshiyuki Hasumi | 1 |
| Toyoda, Ryo | 1 |
| More ▼ | |
Publication Type
| Information Analyses | 5 |
| Journal Articles | 5 |
| Reports - Research | 3 |
Education Level
| Higher Education | 1 |
| Postsecondary Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Udeozor, Chioma; Toyoda, Ryo; Russo Abegão, Fernando; Glassey, Jarka – European Journal of Engineering Education, 2023
The application of digital games in higher education is on the rise in engineering. With the recent COVID-19 restrictions and the move to virtual learning, the interest in and the need for virtual laboratories and technology-enhanced experiential learning tools like digital games are expected to rise. This paper presents a review of the current…
Descriptors: Computer Games, Engineering Education, Higher Education, Game Based Learning
Pinelopi Krystalli; Panayiotis Arvanitis – European Journal of Education (EJED), 2024
Digital games and related technologies are increasingly transcending their traditional boundaries, as evidenced by the expanding field of serious and pervasive games. The concept of "gamification" represents the latest phase in this evolution, referring to the integration of game-like elements into nongame contexts to enhance user…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Computer Games
Ari Muhammad Syifa; Lilla Musyahda; David Segoh – Journal of Education and Learning (EduLearn), 2024
This systematic literature review (SLR) aimed to investigate the potential of digital online game-based learning (DOGBL) to enhance motivation in English as a foreign language (EFL). Online gaming has grown in popularity among students, opening up the possibility of using games as powerful instructional resources. Academic achievement depends on…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Computer Games
Peterson, Mark – Computer Assisted Language Learning, 2023
This paper reviews the literature on the use of digital simulation games in computer-assisted language learning (CALL). The discussion explores research approaches, contexts, methodologies, findings, trends and issues in peer-reviewed research that has investigated the use of this type of digital game over the period 2005 to 2020. Results showed…
Descriptors: Computer Assisted Instruction, Teaching Methods, Second Language Learning, Second Language Instruction
Toshiyuki Hasumi; Mei-Shiu Chiu – Cogent Education, 2024
As technology use has become the norm in education, this bibliometric analysis of technology-enhanced language learning (TELL) aims to reveal its current state-of-the-art and emerging trends. Analysis of 1,816 publications (1,745 articles and 71 reviews) from Web of Science demonstrated growing interests in the field and core publications in the…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Computer Assisted Instruction

Peer reviewed
Direct link
