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Showing 1 to 15 of 51 results Save | Export
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Gila Kurtz; Dan Kohen-Vacs – Interactive Learning Environments, 2024
Humanoid robotics is an emerging field striving to deploy technological devices capable of resembling and mimicking the human form. Primarily, the capability of human-like robots to interact with people has proved to be contributory in areas such as education and caretaking, but less so in adult training. In this study, we outline the design and…
Descriptors: Robotics, Technology Uses in Education, Teamwork, Training
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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
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Nguyen Ngoc Dan; Le Thai Bao Thien Trung; Nguyen Thi Nga; Tang Minh Dung – Review of Education, 2025
Digital game-based learning (DGBL) has emerged as a significant research topic in recent times, particularly in the context of K-12 education. While numerous systematic literature reviews have focused on students as participants, there is a notable gap in reviews that concentrate on the educators who adopt DGBL in their classrooms. This study aims…
Descriptors: Game Based Learning, Elementary Secondary Education, Electronic Learning, Technology Uses in Education
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Subhashree Mohapatra; Rahul Mohandas – Health Education, 2025
Purpose: Since youngsters are being extensively engaged with digital devices these days, integrating digital technologies into food and nutrition education programs, stands out as a viable method. The current systematic review aimed to assess the available literature on the effectiveness of digital edutainment games on nutrition behavior of…
Descriptors: Game Based Learning, Nutrition Instruction, Health Behavior, Eating Habits
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Ruofei Zhang; Gary Cheng; Di Zou – Language Learning & Technology, 2025
Digital game-based vocabulary learning (DGBVL) integrates key game elements such as Challenges, Rewards, Human-Computer Interactions (HCI), Multimedia, and Fantasy. Although the overall effectiveness of digital games in enhancing English-as-a-foreign-language (EFL) vocabulary knowledge development is well-established, the specific roles of…
Descriptors: Vocabulary Development, Computer Games, English (Second Language), Learner Engagement
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Saeed Khazaie; Saman Ebadi – Computer Assisted Language Learning, 2025
This quasi-experimental study explored the feasibility of the augmented reality game-supported flipped classrooms for English for Medical Purposes reading among 464 students from the Isfahan University of Medical Sciences in two phases. In the quantitative phase, the participants watched the pre-recorded lectures on English for Medical Purposes…
Descriptors: Flipped Classroom, Computer Simulation, Reading Comprehension, English for Special Purposes
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Serhat Güzel; Cevdet Yilmaz – JALT CALL Journal, 2025
Gamification has been studied in the context of English as a foreign language (EFL) teaching as an intriguing approach, and its impact on language skills and motivational states of learners has been an area of interest; however, further experimental and qualitative accounts on the matter are still required. Additionally, the construct of 'self' as…
Descriptors: Gamification, English (Second Language), Second Language Instruction, Program Effectiveness
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Meng-Tzu Cheng; Wen-Chi Chou; Mei-En Hsu; Fu-Chung Cheng – Journal of Biological Education, 2024
There have been growing calls for inquiry, a practice-oriented way of engaging students in authentic scientific work, yet research has shown some challenges that might impede inquiry practices in educational settings. In this study, we proposed an approach that blends educational gaming with physical experiments. We developed an educational game,…
Descriptors: High School Students, Inquiry, Science Instruction, Game Based Learning
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Aisyah Saad Abdul Rahim – Journal of Chemical Education, 2023
Educational escape rooms are immersive puzzle-based games that rely on teamwork skills in problem-solving, critical thinking, and communication. This paper describes the development of desert island themed escape rooms in a blended learning environment using physical and online puzzles that were hosted on Genially. The blended escape rooms were…
Descriptors: Game Based Learning, Puzzles, Teamwork, Problem Solving
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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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Araújo, Inês; Carvalho, Ana Amélia – Education Sciences, 2022
Although there is ample evidence that gamification can engage students in learning, it is less used than one would expect. This raises the question of the difficulties teachers face in planning and implementing gamification in their classes. What enables teachers' implementation of gamification? These questions were addressed through a case study,…
Descriptors: Gamification, Educational Games, Game Based Learning, Educational Technology
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Agbonifo, Oluwatoyin C.; Ibam, Emmanuel O.; Ajao, Temitayo O. – Journal of Educational Technology, 2021
This research paper presents a digital game-based learning as an innovative methodology that takes full advantage of the educational potential offered by digital games to aid learning of concepts. It focuses on the use of games as a mode of learning in the classroom while exploring all learning theories that supports it. This mode of learning is…
Descriptors: Game Based Learning, Educational Games, Educational Technology, Technology Uses in Education
Chary, Mamatha; McEldoon, Katherine; Churaman, Tanya – Pearson, 2023
Pearson's Learning Foundations describe the optimal conditions for learning and reflect the learner experience Pearson hopes their products will create. Pearson does this by incorporating the Learning Design Principles. Each of the Learning Design Principles goes into detail about a key principle, supporting product design and marketing by…
Descriptors: Educational Principles, Learning, Educational Technology, Technology Uses in Education
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Opri?, Edina-Timea; Bálint-Svella, Éva; Zsoldos-Marchi?, Iuliana – Acta Didactica Napocensia, 2021
Gamification is a rather new method in education and unfortunately is not a widely known method among Hungarian primary school teachers in Romania. This paper presents the knowledge and opinion of pre-service preschool and primary school teachers about gamification and its use in education. In this study 81 Primary and Preschool Pedagogy students…
Descriptors: Foreign Countries, Game Based Learning, Teaching Methods, Preservice Teachers
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Kristen M. Brown; Julianne Perretta; Geoffrey Miller; Gregory Gilbert; Mindi Anderson; Catherine Horvath; Nancy Sullivan; Justin Jeffers; Sandra Swoboda; Nicole Shilkofski; Dierra Green; Shawna Mudd – Journal of Interactive Learning Research, 2023
Background: Current methods for interprofessional education (IPE) incorporating simulation for team training poses challenges. Frequent challenges to traditional approaches include adequate time, resources, simulation space, equipment, and trained faculty. Multi-player virtual reality (VR) may be a solution. Methods: A quantitative,…
Descriptors: Professional Education, Interprofessional Relationship, Medical Students, Nursing Students
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