Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 4 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 5 |
Descriptor
Source
Education Quarterly Reviews | 2 |
Association for Educational… | 1 |
Malaysian Journal of Learning… | 1 |
ProQuest LLC | 1 |
Author
Akçelik, Derya | 1 |
Alias, Norlidah | 1 |
Arkan, Zeynep | 1 |
Dewitt, Dorothy | 1 |
Elnaz Sarabchian | 1 |
Eyüp, Bircan | 1 |
Ng, Mun Pei | 1 |
Seepersaud, Deborah, Ed. | 1 |
Simonson, Michael, Ed. | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Collected Works - Proceedings | 1 |
Dissertations/Theses -… | 1 |
Education Level
Elementary Education | 5 |
Grade 4 | 5 |
Intermediate Grades | 5 |
Early Childhood Education | 4 |
Grade 3 | 3 |
Primary Education | 3 |
Elementary Secondary Education | 2 |
Secondary Education | 2 |
Grade 10 | 1 |
Grade 2 | 1 |
Grade 5 | 1 |
More ▼ |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Arkan, Zeynep – Education Quarterly Reviews, 2022
In this study, games were prepared that will contribute to improving the vocabulary of children learning Arabic. Considering the target audience, it is known that game techniques and word teaching offer a fun and lively course environment and increase the motivation of the student. In this study, qualitative research methods were used. Document…
Descriptors: Game Based Learning, Semitic Languages, Second Language Instruction, Vocabulary Development
Elnaz Sarabchian – ProQuest LLC, 2021
Quasi-experimental research was conducted to examine the effect of game-based student response systems (GBSRS) on student achievement and self-efficacy in languages other than English (LOTE). The research employed a pretest-posttest, non-equivalent control group design in which 170 third and fourth-grade students participated in a 12-session…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
Ng, Mun Pei; Alias, Norlidah; Dewitt, Dorothy – Malaysian Journal of Learning and Instruction, 2022
Purpose: Gamification is an effective method to boost students' academic achievement and engagement in second language learning. This study aimed to test the effectiveness of the gamification application, Class Dojo, among Year 4 pupils who are learning Mandarin as a Second Language (MSL). It also sought to investigate how the MSL learners became…
Descriptors: Mandarin Chinese, Diaries, Comparative Analysis, Second Language Learning
Akçelik, Derya; Eyüp, Bircan – Education Quarterly Reviews, 2021
The purpose of the research is two-fold: firstly, to determine the effect of vocabulary teaching with intelligence games on the vocabulary knowledge of refugee students studying in primary school and learning Turkish as a second language, and secondly to investigate the opinions of the students about vocabulary teaching with intelligence games.…
Descriptors: Educational Games, Game Based Learning, Vocabulary Development, Knowledge Level
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