Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 2 |
| Since 2007 (last 20 years) | 2 |
Descriptor
| Computer Games | 2 |
| Correlation | 2 |
| Game Based Learning | 2 |
| Learning Analytics | 2 |
| Second Language Learning | 2 |
| Vocabulary Development | 2 |
| Achievement Gains | 1 |
| Affective Behavior | 1 |
| Chinese | 1 |
| Classification | 1 |
| College Students | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 2 |
| Reports - Research | 2 |
| Tests/Questionnaires | 2 |
Education Level
| Elementary Education | 1 |
| Grade 6 | 1 |
| Higher Education | 1 |
| Intermediate Grades | 1 |
| Middle Schools | 1 |
| Postsecondary Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Poole, Frederick J.; Clarke-Midura, Jody – Language Learning & Technology, 2023
Research involving digital games and language learning is rapidly growing. One advantage of using digital games to support language learning is the ability to collect data on students learning in real time. In this study, we use educational data mining methods to explore the relationship between in-game data and elementary students' Chinese…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, Data Analysis
Calvo-Ferrer, José Ramón – International Journal of Game-Based Learning, 2021
The frequency of word exposure in teaching materials, along with corrective feedback, has often been identified as a powerful variable in the learning of vocabulary in a foreign language. The effect of the number of times an action is presented as accurate in digital game-based language learning scenarios (i.e., knowledge of correct response [KCR]…
Descriptors: Feedback (Response), Error Correction, Computer Games, Video Games

Peer reviewed
Direct link
