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Showing all 13 results Save | Export
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Aydin, Seda Musaoglu; Çakir, Nur Akkus – Educational Technology Research and Development, 2022
The rich multimedia-enhanced language content offered by modern commercial off-the-shelf games and students' interest in playing such games has motivated efforts for seeking effective means to integrate them into the curriculum to enrich and enhance foreign language learning. Despite the general interest and appeal of game-enhanced learning in…
Descriptors: Second Language Learning, Game Based Learning, Intervention, English (Second Language)
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Gwo-Jen Hwang; Di Zhang – Educational Technology Research and Development, 2024
The effectiveness of digital game-based language learning (DGBLL) has been recognized by scholars. With the development of computer technology and multimedia learning environments, computer agents have been widely used in game systems to provide learning guidance or assistance. A computer agent is a virtual character created in a digital learning…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Computer Simulation
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Poonsri Vate-U-Lan; Desmond Cahill – Cogent Education, 2024
This quasi-experimental research investigated the efficacy of applying the Society 5.0 concept to establish game-based learning on Metaverse Space for undergraduates in an international program in Bangkok, Thailand. The study was conducted in a Thai public university's international college with a population of six classes of junior university…
Descriptors: Foreign Countries, Academic Achievement, Game Based Learning, Multiple Choice Tests
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Li, Rui – SAGE Open, 2021
Game-based vocabulary learning that is well documented to improve students' vocabulary learning outcomes is gaining increasing attention. However, no consensus has been reached regarding the impact of game-based vocabulary learning application (APP) on the vocabulary learning achievement, motivation, and self-confidence among Chinese EFL (English…
Descriptors: Game Based Learning, Vocabulary Development, Foreign Countries, English (Second Language)
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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
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Jabali, Mohsen; Walker, Carol – International Journal of Technology in Education, 2021
The study was carried out to investigate the impact of a digital review tool had on students' grades, learning motivation, and engagement. An exploratory cross-sectional study was accomplished with two groups of students. The Experimental Group was taught using the digital tool FlipQuiz while the Control Group was taught with the conventional…
Descriptors: Game Based Learning, Educational Technology, English (Second Language), Second Language Learning
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Yesilbag, Serkan; Korkmaz, Özgen; Çakir, Recep – Education and Information Technologies, 2020
This study aims to determine the effects of educational computer games on the tenth grades students' academic achievement and attitudes towards the course. The research was conducted with 60 tenth-grade students attending an Anatolian high school during the school year of 2019-2020. The study was designed as a quasi-experimental design with a pre…
Descriptors: Educational Games, Computer Games, Game Based Learning, Academic Achievement
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Cabrera-Solano, Paola – International Journal of Educational Methodology, 2022
This study aimed to analyze the effect of game-based learning (GBL) through the use of Genially in English as a foreign language (EFL) online instruction. The participants were 61 EFL undergraduate students, who were distributed into an experimental group (32 students), and a control group (29 students). Their ages ranged from 22 to 56 years old,…
Descriptors: Game Based Learning, Higher Education, Academic Achievement, Student Attitudes
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Takkaç Tulgar, Aysegül; Yilmaz, Rabia Meryem; Topu, Fatma Burcu – Participatory Educational Research, 2022
The main aim of this research is to display research trends in studies on augmented reality (AR) in teaching English as a foreign language by using bibliometric mapping and content analysis. For this purpose, 64 studies in total published up to 2019 were accessed for bibliometric analysis. In addition, 49 articles published between 2007 and 2019…
Descriptors: Technology Uses in Education, Computer Simulation, Educational Technology, Second Language Instruction
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Vallorani, Cecilia Maria; Gibert, Isabel; Tuffnell, Christopher – International Journal of Mobile and Blended Learning, 2022
This study examines the use of gamification as an innovative assessment approach to foreign language learning with 12-14-year-old students. A mixed methodology has been applied. Quantitative data have been collected from formative non-gamified and gamified assessments. Qualitative data was collected from a student questionnaire. The results were…
Descriptors: Second Language Learning, Second Language Instruction, Computer Games, Game Based Learning
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Meletiadou, Eleni – IAFOR Journal of Education, 2023
To prepare their students for the increasingly demanding workplace of the 21st century, business schools resort to using experiential learning techniques to make explicit connections between knowledge and experiences students already have, encouraging them to make their own interpretations. In this case study, 50 multilingual students participated…
Descriptors: Multilingualism, English (Second Language), Second Language Learning, Second Language Instruction
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Nunes, Miguel Baptista, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2019
These proceedings contain the papers and posters of the International Conference on e-Learning (EL) 2019, which was organised by the International Association for Development of the Information Society and co-organised by the Instituto Superior de Engenharia do Porto, in Porto, Portugal, July 17-19, 2019. The EL 2019 conference aims to address the…
Descriptors: Educational Technology, Technology Uses in Education, Mathematics Instruction, Cooperation
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Lynch, Collin F., Ed.; Merceron, Agathe, Ed.; Desmarais, Michel, Ed.; Nkambou, Roger, Ed. – International Educational Data Mining Society, 2019
The 12th iteration of the International Conference on Educational Data Mining (EDM 2019) is organized under the auspices of the International Educational Data Mining Society in Montreal, Canada. The theme of this year's conference is EDM in Open-Ended Domains. As EDM has matured it has increasingly been applied to open-ended and ill-defined tasks…
Descriptors: Data Collection, Data Analysis, Information Retrieval, Content Analysis