Publication Date
In 2025 | 2 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 5 |
Since 2016 (last 10 years) | 6 |
Since 2006 (last 20 years) | 6 |
Descriptor
Game Based Learning | 6 |
Program Effectiveness | 6 |
Vocabulary Development | 6 |
English (Second Language) | 5 |
Foreign Countries | 5 |
Technology Uses in Education | 5 |
Educational Technology | 4 |
Computer Games | 3 |
Second Language Learning | 3 |
Computer Simulation | 2 |
Handheld Devices | 2 |
More ▼ |
Source
Asian Journal of University… | 1 |
Educational Technology… | 1 |
Health Education Journal | 1 |
International Journal of… | 1 |
Language Learning & Technology | 1 |
Online Submission | 1 |
Author
Abdel-Haq, Eman Mohammad | 1 |
Aly, Mahsoub Abdel-Sadeq | 1 |
Darmi, Ramiza | 1 |
Di Zhang | 1 |
Di Zou | 1 |
Galal El-Din Abdel-Rahman,… | 1 |
Gary Cheng | 1 |
Gwo-Jen Hwang | 1 |
Ismail, Lilliati | 1 |
Jalaluddin, Ilyana | 1 |
Mahmoud Diah, Abeer Ali | 1 |
More ▼ |
Publication Type
Journal Articles | 6 |
Reports - Research | 6 |
Education Level
Higher Education | 3 |
Postsecondary Education | 3 |
Secondary Education | 2 |
Elementary Education | 1 |
Grade 12 | 1 |
High Schools | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
International English… | 1 |
What Works Clearinghouse Rating
Yi-Fan Wang; Mei-Hua Hsu; Max Yue-Feng Wang – Health Education Journal, 2025
Objective: The medical terminology escape room game (MTEG) is a chatbot designed for gamified education that aims to transform memorizing complex medical terminology into an enjoyable experience for medical students. By combining elements of ARCS (Attention, Relevance, Confidence and Satisfaction) theory with escape room adventures, the MTEG aims…
Descriptors: Vocabulary Development, Medical Education, Game Based Learning, Nursing Students
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
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
Jalaluddin, Ilyana; Darmi, Ramiza; Ismail, Lilliati – Asian Journal of University Education, 2021
This repeated measure experiment study aimed to explore LINUS students or Low Achiever (LA) students' improvement in learning English language vocabularies using Mobile Augmented Visual Reality (MAVR). It specifically tried to analyse the effect of MAVR on the English vocabulary development of 45 primary school students from the LINUS programme in…
Descriptors: Computer Simulation, Telecommunications, Handheld Devices, Elementary School Students
Galal El-Din Abdel-Rahman, Esraa Ashraf; Abdel-Haq, Eman Mohammad; Aly, Mahsoub Abdel-Sadeq; Mahmoud Diah, Abeer Ali – Online Submission, 2021
The present study aimed at investigating the effect of Quizizz and Kahoot! applications on developing EFL vocabulary learning among freshmen students at Faculty of Education. The participants of the study consisted of 30 freshmen students enrolled in the English section at Faculty of Education, Benha University, Egypt. The study followed the…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, College Freshmen
Yang, Fang-Chuan Ou; Wu, Wen-Chi Vivian; Wu, Yi-Ju Ariel – International Journal of Distance Education Technologies, 2020
The Test-of-English-for-International-Communication (TOEIC) is an important proficiency test for achieving the benchmark of future employment for English language learners worldwide. However, game-based apps for acquiring TOEIC vocabulary have remained scarce. Therefore, an empirical study was conducted to examine the effects of the self-developed…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, Telecommunications