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Lin, Yi-Ling; Chien, Shih-Yi; Su, Wei-Cheng; Hsiao, Sharon Ihan – Education and Information Technologies, 2023
There are plentiful online programming resources that enable learners to develop an understanding of conceptual knowledge and practical implementation. However, learners, especially novices, often experience difficulties locating the required information to solve the programming problems. Differ from natural language in syntax and convention,…
Descriptors: Programming, Game Based Learning, Concept Formation, Learner Engagement
Minkai Wang; Di Zhang; Jingdong Zhu; Hanjie Gu – Journal of Educational Computing Research, 2025
Scientific knowledge is often abstract and challenging, making it difficult for students to apply these concepts effectively. Digital game-based learning (DGBL) offers an engaging and immersive approach, but the fixed resources and predetermined learning paths in most games limit its ability to adapt to individual learners' needs. Large language…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Academic Achievement
McLain, Nina; Collins, Mary Jane; Baskin, LaWanda – International Journal for the Scholarship of Teaching and Learning, 2023
Active learning with student engagement has been demonstrated to improve knowledge retention and improve learning in graduate education. Nurse anesthesia education has traditionally been taught using lecture with slide presentations without considering student centered learning. Much attention has been given to active learning strategies to…
Descriptors: Active Learning, Graduate Students, Nursing Education, Learner Engagement
Xiao-Ming Wang; Wen-Qing Zhou; Gwo-Jen Hwang; Shi-Man Wang; Tong Huang – Educational Technology & Society, 2024
Knowing the factors affecting students' learning achievement in digital learning is a crucial educational issue nowadays. However, recent research has paid less attention to how an individual's internal factors (prior knowledge) influence their learning achievement through cognitive engagement, and previous studies generally employed students'…
Descriptors: Electronic Learning, Prior Learning, Cognitive Processes, Learner Engagement
Babad, Rivka – ProQuest LLC, 2023
This dissertation studied the effects of Teacher Directed Games (TDGs) on student vocabulary development and student engagement in a second language. Achieving automaticity with vocabulary is crucial to mastering a second language. A sample of 40 first grade students in a Jewish Day School participated in the study. Students learned their…
Descriptors: Game Based Learning, Vocabulary Development, Second Language Learning, Learner Engagement
Rajesh Syal, Samira – ProQuest LLC, 2022
Efforts taken to promote self-regulated learning (SRL) in elementary school have positive effects on learning outcomes. Few studies examine the role of motivation in relation to other SRL components, namely cognition and metacognition. Additionally, few SRL studies involving elementary students focus on motivational supports. Interventions that…
Descriptors: Learning Processes, Self Management, Elementary School Students, Metacognition
Radulovic, Branka – Journal of Baltic Science Education, 2021
Modern approaches in Physics classes which involve the game-based student response system (GSRS) have been in use for a while, but their educational efficiency and students' involvement have not been examined. Therefore, this research's main aim was to determine the educational efficiency and students' involvement of GSRS and to assess their…
Descriptors: Instructional Effectiveness, Game Based Learning, Teaching Methods, Audience Response Systems
Zainuddin, Zamzami; Farida, Ratna; Keumala, Cut Muftia; Kurniawan, Rudi; Iskandar, Hadi – Interactive Technology and Smart Education, 2022
Purpose: This study aims to present research evidence on the relevance of online gamification flip learning as a pedagogical instruction in promoting learning engagement when college students are impacted by the coronavirus pandemic. In this study, a gamified formative assessment was used to examine learner engagement and to evaluate the…
Descriptors: Synchronous Communication, Electronic Learning, Flipped Classroom, Formative Evaluation
Magana, Alejandra J.; Hwang, Jisoo; Feng, Shi; Rebello, Sanjay; Zu, Tianlong; Kao, Dominic – Journal of Computer Assisted Learning, 2022
Background: Previous work has identified that the benefits of learning with videogames and learning from simulations. However, recent meta-analytic work has also identified that little research directly compares learning with videogames and learning with simulations. Objectives: This study examines two learning technologies and their corresponding…
Descriptors: Computer Simulation, Computer Games, Video Games, Inquiry
Macey Cartwright – ProQuest LLC, 2021
Math proficiency rates are strikingly low for children from high poverty communities. Therefore, it is urgent to find solutions that help them develop basic math skills. Given theoretical considerations about math learning, a potentially promising option is to target children's cognitive engagement. In this study, I investigate a program that was…
Descriptors: Cognitive Processes, Mathematics Skills, Mathematics Achievement, Low Achievement
Huang, Biyun; Hew, Khe Foon; Lo, Chung Kwan – Interactive Learning Environments, 2019
In recent years, flipped learning has attracted much attention around the world. This instructional approach is appealing because it can free up class time for knowledge application activities with help from the instructor and peers. However, its implementation can be fraught with challenges. Student disengagement in out-of-class activities, for…
Descriptors: Game Based Learning, Blended Learning, Instructional Effectiveness, Undergraduate Students
Celestini, Ann – Canadian Journal of Learning and Technology, 2020
Games have been socially entrenched throughout history as a form of entertainment. Current rapidly changing technological advances have permitted an increasingly prominent means of utilizing these entertainment sources in an instructional capacity for educational purposes. As a result, serious games focus on engaging learners in activities which…
Descriptors: Higher Education, Distance Education, Game Based Learning, Educational Games
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2020
For the forty-third time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented online during the annual AECT Convention. Volume 1 contains 37 papers dealing primarily with research and development topics. Papers dealing with the…
Descriptors: Educational Technology, Technology Uses in Education, Professional Development, Feminism
Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education