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Xiaohang Dong; Hui Liang; Xianghua Ding; Yawen Zhang – Education and Information Technologies, 2024
Serious game-based learning is a high-fashioned topic in educational technology which helps children learn and train their skills. Most existing literature focuses on the improvement of children's specific abilities or skills, such as reading comprehension, attention, memory, etc. However, for cognitively impaired children, it is necessary to…
Descriptors: Game Based Learning, Educational Games, Cognitive Development, Intellectual Disability
Fazlida Dahalan; Norlidah Alias; Mohd Shahril Nizam Shaharom – Education and Information Technologies, 2024
Games have been used as a learning tool for centuries. Gamification and game-based learning are becoming more prominent in educational settings for several reasons. When it comes to learning, being focused and immersed can massively improve a student's experience. The purpose of this study is to map the emerging trends of gamification and…
Descriptors: Gamification, Game Based Learning, Vocational Education, Educational Research
Hussein Karam Hussein Abd El-Sattar – Education and Information Technologies, 2025
Daily living activities (DLAs) are crucial for people with autism spectrum disorder (ASD). Immersive learning technologies (ILTs), such as virtual reality (VR), augmented reality (AR), serious games (SGs), and the metaverse, are emerging and expanding globally as a result of the COVID-19 pandemic. In the virtual world, metaverse technology is…
Descriptors: Autism Spectrum Disorders, Students with Disabilities, Daily Living Skills, Computer Simulation
Jin, Yang; Tiejun, Zhu – Education and Information Technologies, 2023
Metaverse is a digital world created by human beings according to the physical world. Its deep integration of virtual and real features has created a new opportunity for the innovative development of game teaching in art design courses in colleges and universities under the epidemic situation. In the field of art design, the investigation and…
Descriptors: Computer Simulation, Video Games, Art Education, Design
Hayoung Jeon; Yumi Jun; Teemu H. Laine; Eunha Kim – Education and Information Technologies, 2024
Empathy is an essential human skill that can be divided into two types: (1) cognitive empathy, which is the capacity of understanding others' thoughts and emotions; and (2) affective empathy, which is the capacity to feel others' emotional states. Many educational contents exist for both types, and immersive virtual reality (VR) has been shown to…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Computer Games
Ratna Zuarni Ramli; Noraidah Sahari Ashaari; Siti Fadzilah Mat Noor; Mahanem Mat Noor; Elaheh Yadegaridehkordi; Nazatul Aini Abd Majid; Hadi Affendy Dahlan; Amelia Natasya Abdul Wahab – Education and Information Technologies, 2024
Learning Science, Technology, Engineering, and Mathematics (STEM) subjects in an online medium can be difficult and tedious. Lengthy facts with technical terms, complex images, and explanations are among the reasons that make STEM subjects less desirable among the current generation and degrade the students' learning experience. Students can be…
Descriptors: STEM Education, Online Courses, Educational Technology, Student Interests
Hameedur Rahman; Samiya Abdul Wahid; Faizan Ahmad; Numan Ali – Education and Information Technologies, 2024
Virtual classrooms based on the metaverse or virtual reality are useful and effective for imparting basic chemistry concepts. Interactive and immersive environments can effectively teach fundamental chemistry concepts, such as chemical bonding and formulas, thereby making these otherwise abstract and intangible ideas more accessible and…
Descriptors: Chemistry, Science Instruction, Game Based Learning, Computer Simulation
Khodabandeh, Farzaneh – Education and Information Technologies, 2023
The application of augmented reality games (ARG) as an emerging innovative technology has become a significant component of instructional learning contexts in recent years. ARG-based education as a form of student-centered learning situates students in a learning environment that integrates virtual elements with physical environments through…
Descriptors: Computer Simulation, Game Based Learning, Educational Technology, Technology Uses in Education
Ríos Félix, José Mario; Zatarain Cabada, Ramón; Barrón Estrada, María Lucía – Education and Information Technologies, 2020
Digital literacy is a need for our current society. In Mexico, digital incursion programs are barely implemented, which represents an educational delay compared to other countries that have faced the need to integrate the teaching of digital skills, in a wide range of educational levels. This paper presents a learning environment of Computational…
Descriptors: Foreign Countries, Elementary School Students, Teaching Methods, Thinking Skills
Lee, Juhee – Education and Information Technologies, 2022
Grounded in game-based learning and problem-based learning, this study compared the effects of an augmented reality (AR) mobile game and a printed game on student engagement and attitudes toward foreign language learning. For this purpose, a narrative-driven, location-based AR mobile game was developed based on the analysis, design, development,…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Undergraduate Students
Agarwal, Chesta; Chakraborty, Pinaki – Education and Information Technologies, 2019
Widespread use of English in the academia and in business is leading an increasing number of people to learn it as a second or a foreign language. Computer aided pronunciation training (CAPT) systems are used by non-native English speakers for improving their English pronunciation. A typical CAPT tool records the speech of a learner, detects and…
Descriptors: Educational Technology, Technology Uses in Education, English for Academic Purposes, English for Special Purposes