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Yu-Fen Yang; I-Chun Lee; Christine Chifen Tseng; Siao-Cing Lai – Journal of Research on Technology in Education, 2025
This study investigated how a digital game-based learning (DGBL) environment affected low- (LP) and high-proficiency (HP) primary school students' self-regulated learning strategies and vocabulary development. Data were collected from 62 sixth graders (20 LP and 20 HP students) who learned English as a Foreign Language (EFL). The statistics…
Descriptors: Independent Study, Learning Strategies, Vocabulary Development, Computer Games
Carl-Anton Werner Axelsson; Thomas Nygren; Jon Roozenbeek; Sander van der Linden – Journal of Research on Technology in Education, 2025
Although the serious game "Bad News" has been used to inoculate citizens against misinformation, it has not been formally evaluated in traditional classrooms. We therefore evaluated its impact on 516 upper-secondary Swedish students playing individually, paired, or with the whole class. Results show that students improved their ability…
Descriptors: Foreign Countries, Secondary School Students, Adolescents, Educational Games
Caitlin Cole; Roberto H. Parada; Erin Mackenzie – Journal of Research on Technology in Education, 2024
Video games are an established part of popular culture, and frequently used in educational settings worldwide. There is now a substantive body of research suggesting positive outcomes of their use in classrooms. In spite of this, there is a dearth of research synthesizing the outcomes of these studies. This is particularly so in relation to the…
Descriptors: Elementary School Students, Middle School Students, High School Students, Video Games
Talan, Tarik; Dogan, Yunus; Batdi, Veli – Journal of Research on Technology in Education, 2020
The present article attempts to reinterpret the findings of most recent studies investigating effect of using games for teaching purposes. A methodological approach combining a meta-analysis of quantitative data with qualitative ones was adopted in order to present the broadest picture of the current research on educational use of games. To this…
Descriptors: Educational Games, Game Based Learning, Instructional Effectiveness, Academic Achievement

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