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Showing 1 to 15 of 47 results Save | Export
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Sijia Shen; Rossarin Jermtaisong; Pornpirom Lhongsap – Turkish Online Journal of Educational Technology - TOJET, 2024
Game-based learning incorporates game elements into instruction, enhancing its appeal and interactivity. This approach increased students' interest in learning, facilitated more efficient completion of classroom content, and ultimately improved academic performance. The purposes of this study were to: 1) compare Chinese learning achievement before…
Descriptors: Game Based Learning, Academic Achievement, Grade 5, Elementary School Students
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Yasir Ahmed Ali; Muhammad Mooneeb Ali; Issa Saad AlQurashi; Muhammad Imran; Ubaid Ullah Ubaid – International Journal of Game-Based Learning, 2025
Game-based applications and strategies are effective solutions to contemporary challenges in English language learning. Kahoot is an online platform that assists learning in an untraditional but effective way. This probe examines whether the use of Kahoot in a Saudi English language classroom can boost the vocabulary acquisition of the…
Descriptors: Foreign Countries, Game Based Learning, English (Second Language), Second Language Instruction
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Mahsa Taati Jeliseh; Ismail Xodabande – Discover Education, 2025
This study investigated the impact of individual versus collaborative game-based learning on spelling skills among young English language learners in Iran. Fifty male students, ages 9-11, were randomly assigned to three groups: collaborative game-based learning, individual game-based learning, and a control group using traditional methods. A…
Descriptors: Game Based Learning, Cooperative Learning, Spelling, English Learners
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Claudia Fernández de Cañete García; Inmaculada Pineda; George Waddell – Language Teaching Research, 2025
Recent research shows that musical training improves children's development of oral and aural skills. This study focuses on developing and testing a methodological framework (Music as a Medium of instruction, MMI) in English language teaching (ELT) by contrasting MMI and gamification methodologies with the participation of 22 Spanish children all…
Descriptors: Music Activities, Music Education, English (Second Language), Second Language Instruction
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Wapee Kong-in; Napatsorn Treesa-nga; Sirikanjana Baikam; Areewan Iamsa-ard – Anatolian Journal of Education, 2025
This study investigates the effectiveness of integrating multimedia and the Team-Games Tournament cooperative learning model (M-TGT) in enhancing English vocabulary acquisition and retention among Thai elementary school students. A true experimental design was employed with 64 Grade 4 students, randomly assigned to either an experimental group…
Descriptors: English (Second Language), Second Language Instruction, Multimedia Instruction, Game Based Learning
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Chenzi Xie; Supot Rattanapun; Rawi Buaduang; Tubagus Darojat; Alan Robert White – Shanlax International Journal of Education, 2025
This study aims to explore the impact of gamified teaching on primary school students' oral English proficiency and compare it with traditional teaching methods. The study randomly selected 160 students from 10 classes and divided the participants into gamified teaching group and traditional teaching group. The experimental group adopted gamified…
Descriptors: Foreign Countries, Gamification, Game Based Learning, Elementary School Students
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Shen Qiao; Samuel Kai Wah Chu; Susanna Siu-sze Yeung – Computer Assisted Language Learning, 2025
Morphological analysis is a form of problem solving to work out the meanings of unfamiliar words by applying knowledge of morphemes. It has emerged recently as an important predictor of reading comprehension. However, while gamification can potentially be used to teach this skill, few studies have examined its use. To address this, a…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, Second Language Instruction
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Saleh, Alaa Mamoun; Ahmed Althaqafi, Abeer Sultan – SAGE Open, 2022
Vocabulary is an essential element of English language learning. There are many strategies, which teachers can use in teaching vocabulary, especially to young learners. One of these strategies is using educational games to teach vocabulary more effectively. The aim of this quasi-experimental study is to investigate the effect of using educational…
Descriptors: Foreign Countries, English (Second Language), Vocabulary Development, Educational Games
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Guner-Ozer, Mediha; Belet Boyaci, S. Dilek; Özer, Fatih – International Technology and Education Journal, 2022
The present study aimed to discuss the development of an educational digital game for Turkish language instruction as a second language to foreign primary school students. First, the correlation between digital games and education was discussed, the learning and motivational theories fundamental to the educational digital games were investigated,…
Descriptors: Foreign Countries, Turkish, Second Language Instruction, Foreign Students
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Gee, Elisabeth; Gao, Yuchan – Adult Literacy Education, 2022
This article identifies and describes several different approaches to using game-mediated language learning (GML2), drawing in particular on Reinhardt and Sykes' (2012; 2014) framework and related literature. The article concludes with a brief discussion of potential applications to adult literacy and basic education settings and learners.
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Game Based Learning
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Catherine Akoth Ongoro; Yong-Yi Fanjiang – IEEE Transactions on Learning Technologies, 2024
This article aims to provide a systematic review of existing research on the use of digital game-based learning (DGBL) technology for foreign language (English) in preschool and elementary schools. Digital game-based technology enables learning to become more interactive and inspirational, thereby enhancing language acquisition. The authors…
Descriptors: Game Based Learning, Elementary School Students, Preschool Education, Creativity
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Aysun Karasu; Nihat Uyangör – Open Journal for Educational Research, 2025
This study aims to evaluate the speaking skills learning area in the 2019 English Language Curriculum in terms of 6th grade students receiving intensive foreign language education. A holistic single case design, one of the case study designs, was used in the study. The research group was formed by "convenience sampling" and…
Descriptors: Speech Communication, English (Second Language), Second Language Learning, Second Language Instruction
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Norphealey Eang; Sirirat Petsangsri; John Morris – LEARN Journal: Language Education and Acquisition Research Network, 2025
English writing and critical thinking are not only fundamental to academic success but also play a crucial role for the holistic development of primary students. This study investigated the effects of a cloud-based gamified instruction integrating peer assessment on primary student English writing and critical thinking. A pre- and post-test with a…
Descriptors: Game Based Learning, Computer Software, Grade 6, Critical Thinking
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Frederick J. Poole; Matthew D. Coss; Jody Clarke-Midura – Language Learning & Technology, 2025
This study explored the use of stealth assessments within a digital game to assess second language (L2) Chinese learners' reading comprehension. Log data tracking learners' in-game behaviors from a game designed for Chinese dual language immersion classrooms (Poole et al., 2022) were used to construct Bayesian Belief Networks to model reading…
Descriptors: Second Language Instruction, Second Language Learning, Reading Comprehension, Game Based Learning
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Thanapat Sripan; Komgrit Manyam – Journal of Education and Learning, 2025
This study explores the challenges and effectiveness of game-based learning (GBL) through Minecraft: Education Edition (M:EE) in teaching coding and fostering creative thinking among fourth-grade students in Thailand. Conducted over eight weeks in 2023 at a laboratory school in Bangkok, the study involved 284 students. Data was gathered using…
Descriptors: Game Based Learning, Computer Science Education, Creative Thinking, Coding
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