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Matthew Finster; Lauren Decker-Woodrow; Barbara Booker; Craig A. Mason; Shihfen Tu; Ji-Eun Lee – Grantee Submission, 2023
COVID-19 contributed to the largest student performance decline in mathematics since 1990. The nation needs cost-effective mathematic interventions to address this drop and improve students' mathematics performance. This study presents a cost-effectiveness analysis (CEA) of three algebraic technological applications, across four conditions:…
Descriptors: COVID-19, Pandemics, Mathematics Instruction, Mathematics Achievement
Troy Meston; Julie Ballangarry; Harry Van Issum; Helen Klieve; Courtney Smith; Tasha Riley – Pedagogy, Culture and Society, 2025
This paper details the 'Deadly Gaming' pilot (DG). DG centred research has been designed to exploit the protective value of Indigenous culture, to nurture translational literacies (e.g., cultural capital, academic confidence, teamwork, problem solving, critical thinking, and 21st century skills) necessary for academic success in an urban…
Descriptors: Indigenous Knowledge, Indigenous Populations, Culturally Relevant Education, Cultural Capital
Yu-Ju Lan; Mei-Feng Shih; Yu-Ting Hsiao – Educational Technology & Society, 2024
This study aimed to create a game as scaffolding in 3D virtual worlds to enhance linguistic communication skills (LCS) in children with attention deficit hyperactivity disorder (ADHD). Two ADHD children participated in the 17-week study. In 8 of the 17 weeks of the study, they logged in 3D virtual worlds to learn LCS through play twice a week, one…
Descriptors: Computer Games, Language Skills, Communication Skills, Attention Deficit Hyperactivity Disorder
Altun, Ayse; Gormez, Erhan – Pakistan Journal of Distance and Online Learning, 2021
The aim of this study was to determine the attitudes of teachers towards using digital games in social studies courses. The sample of the study was consisted of social studies teachers and primary school teachers who attend social studies course in secondary schools affiliated to Van District National Education Directorate. Total 192 teachers…
Descriptors: Teacher Attitudes, Social Studies, Educational Technology, Technology Uses in Education
Ensmann, Suzanne – TechTrends: Linking Research and Practice to Improve Learning, 2021
Imagine producing curricula to teach a new language to an audience in a different country that has never had access to computers or the Internet. How will instructional designers and teachers communicate when worlds are so vastly different? Before reading, writing, or speaking, images and movement facilitate communication. This article describes a…
Descriptors: Computer Games, Game Based Learning, Access to Computers, Internet
Rahimi, Seyedahmad; Shute, Valerie; Zhang, Qian – International Journal of Technology in Education and Science, 2021
Persistence is an important part of student success--both in and out of school. To enhance persistence, we first need to assess it accurately. Digital games can be used as vehicles for measuring and enhancing persistence. The purpose of this study is to test the effects of (a) game-level characteristics (i.e., game mechanics and conceptual…
Descriptors: Educational Games, Computer Games, Game Based Learning, Problem Solving
Su, Fan; Zou, Di; Xie, Haoran; Wang, Fu Lee – SAGE Open, 2021
Recent studies have increasingly investigated the effectiveness of both mobile and non-mobile digital game-based language learning. To gain an in-depth understanding of the differences in the effectiveness of mobile and non-mobile games, we compared studies from January 2000 to August 2020 investigating mobile game-based language learning (MGBLL)…
Descriptors: Handheld Devices, Computer Games, Game Based Learning, Second Language Learning
Yildiz, Selin; Zengin, Rasit – Journal of Science Learning, 2021
In this research the effects of educational digital games and in-class educational games on scientific process skills of 6 years old children were investigated. The research was carried out with 70 preschool children who were educated in a primary school in Turkey. In the research, quasi-experimental design was used. Within the scope of the…
Descriptors: Science Instruction, Instructional Effectiveness, Teaching Methods, Game Based Learning
Rahimi, Seyedahmad; Shute, Valerie; Zhang, Qian – Grantee Submission, 2021
Persistence is an important part of student success--both in and out of school. To enhance persistence, we first need to assess it accurately. Digital games can be used as vehicles for measuring and enhancing persistence. The purpose of this study is to test the effects of (a) game-level characteristics (i.e., game mechanics and conceptual…
Descriptors: Educational Games, Computer Games, Game Based Learning, Problem Solving
Zhang Huiyu; Linda Fang – International Journal of Designs for Learning, 2021
Biostatistics is a second-year subject taken by Biomedical Engineering Diploma students in Temasek Polytechnic, Singapore. Gamification elements, referenced from the popular "Pokémon GO," were infused into a suite of activities. The purpose was to engage and sustain the interest of students while facilitating the successful execution of…
Descriptors: Game Based Learning, Computer Games, Active Learning, Student Projects
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
Bawa, Papia – International Journal of Game-Based Learning, 2022
The Phenomenological study investigated the perceptions of 4 Community College administrators and 2 faculty, who experienced for the first time, the process of curricular modification using Massively Multiplayer Online Games or MMOs in their Business and English programs. Since administrators and faculty are key stakeholders of any initiative for…
Descriptors: Computer Games, Game Based Learning, Technology Integration, Community Colleges
Wu, Chih-Hung; Tzeng, Yi-Lin; Huang, Yueh-Min – Educational Technology Research and Development, 2020
This study investigated and compared the effectiveness of both digital game-based learning (DGBL) and static e-learning material for Newton's laws of motion on students' learning attention, affective experiences, cognitive load and academic achievement. Physiological signals and affective techniques were adopted to measure students' learning…
Descriptors: Learning Processes, Game Based Learning, Computer Games, Electronic Learning
Chen, Chih-Hung – Educational Technology Research and Development, 2020
Although a great deal of research has evidenced the effects of proper instructional design on multimedia learning, most has focused on the cognitive aspects of learning, with little concern about the role of affective-motivational states in multimedia learning. In this study, an AR game-based learning method was designed via integrating AR…
Descriptors: Computer Simulation, Computer Games, Game Based Learning, Multimedia Instruction
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

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