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Showing 1 to 15 of 36 results Save | Export
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Zhihui Cai; Caiyan Liu; Jieni Zhan; Zhikeng Wang; Xin Hao; Si Zhang; Xinjie Chen – Journal of Computer Assisted Learning, 2025
Background: Attention has been paid to collaboration in digital game-based learning, as it fosters interaction and student engagement, thereby enhancing learning outcomes. Previous findings about the effect of collaboration in digital game-based learning were inconsistent, and few studies have explored the underlying mechanisms, particularly…
Descriptors: Cooperative Learning, Computer Games, Game Based Learning, Learning Experience
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Ching-Huei Chen; Kun Huang; Po-Hsien Hu; Hannah Krautinger – Education and Information Technologies, 2025
Although proponents of digital game-based learning (DGBL) argue that educational games engage students and afford better learning outcomes, the impact of specific game elements on computational thinking (CT) outcomes and motivation remains unclear. Research suggests that different game elements in DGBL may elicit varying levels of motivation and…
Descriptors: Rewards, Computer Games, Educational Games, Computation
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Shu-Wei Liu; Hung-Yu Chan; Huei-Tse Hou – Educational Technology Research and Development, 2025
The current monument guide teaching has proven to have many challenges, as the learning effectiveness may be reduced by external interference in the real guide activities, and online approaches may cause the problem of insufficient interaction. This study integrated role-playing and multi-dimensional scaffolding theories to develop a remote…
Descriptors: Role Playing, Computer Games, Educational Games, Scaffolding (Teaching Technique)
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Jiawen Liu; Rustam Shadiev; Mei Cao – Education and Information Technologies, 2025
Integrating digital games into learning about digital citizenship has garnered significant attention. While digital game-based learning has the potential to enhance learners' academic performance, engagement, and motivation, these games often focus on specific aspects of digital citizenship education and lack systematic design approaches.…
Descriptors: Computer Games, Educational Games, Game Based Learning, Citizenship Education
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Naul, Emily; Liu, Min – Journal of Educational Computing Research, 2020
Literature has shown that immersive learning environments such as digital educational games and simulations often incorporate storytelling elements in their designs as narrative can be an effective way of making learning more meaningful to students. The purpose of this study is to review the literature on the role narrative can play in the…
Descriptors: Story Telling, Educational Games, Computer Games, Learner Engagement
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Bang, Hee Jin; Li, Linlin; Flynn, Kylie – Early Childhood Education Journal, 2023
This study investigates whether using My Math Academy, which provides personalized content and adaptive embedded assessments to support existing curricula, can improve learning outcomes and engagement for kindergarten and first grade students (N = 505 treatment, 481 control). Findings indicate that students using My Math Academy made significant…
Descriptors: Mathematics Instruction, Computer Software, Learning Motivation, Learner Engagement
Tam, Frankie L. – ProQuest LLC, 2023
Executive functions (EF) are important cognitive processing skills required for planning, reasoning, problem solving and self-monitoring. It is vital to various aspects of human development from behavioral, social-emotional to academic. There is an increasing interest in identifying and developing cognitive skills training interventions. Results…
Descriptors: Educational Technology, Executive Function, Game Based Learning, Intervention
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Lo-An Liu; Gwo-Jen Hwang – British Journal of Educational Technology, 2024
Learning with digital games has gained considerable popularity. While digital game-based learning has the potential to improve learners' language learning achievement, engagement and motivation, there still exists a gap when it comes to providing effective feedback to learners within these games. Conventional digital games generally provide…
Descriptors: Metalinguistics, Error Correction, English (Second Language), Second Language Learning
Panayiota Georgiou Josephidou – ProQuest LLC, 2024
This study explored the use of gamification when teaching Greek as a L2. It examined how Greek teachers in different schools in Cyprus use gamification and if it affects their students in learning. It explored their perceptions of the effects on student motivation and engagement. The study was of qualitative approach and semi-structured interviews…
Descriptors: Foreign Countries, Second Language Learning, Second Language Instruction, Game Based Learning
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Lufti, Achmad; Suyono; Hidayah, Rusly – Asia-Pacific Forum on Science Learning and Teaching, 2021
This research aims to explore the effectiveness of using computer-assisted games as a learning media to improve the quality of learning in Chemistry. The research was conducted in Indonesia on high school students in three separate classes or groups, in three separate schools that were randomly selected. There were three stages of data collection…
Descriptors: Game Based Learning, Computer Games, Teaching Methods, Instructional Effectiveness
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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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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
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Alicia Ndegwa; Mar Gutiérrez-Colón; Marni Manegre – Interactive Learning Environments, 2024
The on-going implementation of the new curriculum of the new education system in Kenya includes the administration of technology in the classroom. In this study, this was achieved through the use of a gamified app in a local private school in Kenya, a gamified Swahili app. As Swahili is the language that is Kenya's national and one of two official…
Descriptors: Foreign Countries, Reading Comprehension, African Languages, Comparative Analysis
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Nurnberger-Haag, Julie; Wernet, Jamie L.; Benjamin, Judy I. – International Journal of Education in Mathematics, Science and Technology, 2023
Games are often used to foster student engagement and motivation to learn content, such as mathematics. Although digital games dominate game-based learning research, the table games commonly used in classrooms warrant investigation. Especially for mathematics learning, prior research has not taken into account content-specific frameworks. Integer…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Learner Engagement
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Chen, Szu-Wei; Yang, Chih-Hui; Huang, Keng-Shiang; Fu, Shen-Li – Innovations in Education and Teaching International, 2019
Knowledge associated with energy conservation is important but it may appear difficult and monotonous to students due to the presence of jargon and complex scientific concepts. This research created two digital question-and-answer games and compared them with a traditional paper-and-pencil learning method to explore how different learning…
Descriptors: Foreign Countries, College Students, Educational Games, Energy Conservation
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