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Sonia Palha; Ljerka Jukic Matic – Technology, Pedagogy and Education, 2025
Digital game-based learning (DGBL) is a pedagogical approach employed in educational contexts, wherein digital games are utilised to effectively attain specific learning outcomes. For teacher professional programmes to develop appropriate curricula on DGBL pedagogy, it is important to understand how teachers currently use DGBL in their teaching…
Descriptors: Game Based Learning, Computer Games, Teacher Attitudes, Mathematics Instruction
Ngoc Dan Nguyen; Vu Thanh Tam Nguyen; Minh Dung Tang – Journal of Information Technology Education: Research, 2025
Aim/Purpose: This study examines the relationship between primary school teachers' knowledge and their acceptance of digital game-based learning (DGBL) in mathematics teaching. Background: The rapid integration of digital technology in education highlights the potential of DGBL in primary mathematics education. Despite its advantages, the…
Descriptors: Computer Games, Game Based Learning, Elementary School Teachers, Knowledge Level
Guanzheng Chen; Yuying Fan – International Journal of Distance Education Technologies, 2025
Language delay impacts children's social development. Game-based teaching has shown promise in enhancing language skills, however, the effectiveness of digital game-based teaching for children with language delay remains underexplored. This study, focusing on Chinese kindergarten students, investigated the impact of digital game-based teaching…
Descriptors: Computer Games, Game Based Learning, Language Acquisition, Developmental Delays
Matic, Ljerka Jukic; Karavakou, Myrto; Grizioti, Marianthi – International Journal of Game-Based Learning, 2023
The literature reports that while digital educational games are used in the elementary classroom, they are rarely, if ever, used in the upper secondary mathematics classroom. In order to investigate this situation, a survey was conducted to determine what upper secondary school mathematics teachers think about digital games and what obstacles and…
Descriptors: Game Based Learning, Electronic Learning, Educational Games, Learner Engagement
Bima Prakarsa Arzfi; Maria Montessori; Rusdinal – Educational Process: International Journal, 2025
Background/purpose: The study addresses the challenge of integrating technology into Pancasila Education in Indonesian primary schools. Despite schools having technological facilities, teachers still rely on conventional teaching materials. The research aims to develop and validate digital game-based learning materials using the Lumio by Smart…
Descriptors: Outcomes of Education, Game Based Learning, Educational Technology, Computer Games
Ljerka Jukic Matic; Sonia Abrantes Garcêz Palha – International Electronic Journal of Mathematics Education, 2025
The growing integration of technology into society highlights the need for educational transformation to better equip students for future challenges and the evolving labor market. Digital game-based learning (DGBL) has emerged as a promising strategy for enhancing learning using interactive digital games. This study investigates the implementation…
Descriptors: Secondary School Mathematics, Mathematics Education, Video Games, Computer Games
Shilan Ahmadian; Lisbeth M. Brevik; Elisabet Öhrn – Journal of Computer Assisted Learning, 2024
Background: In Norway, games were introduced into the 2020 English curriculum; acknowledging games as language learning resources alongside other text-based material. However, little is known about the type of games selected by English teachers, reasons for doing so, or how games are actually used in teaching. This is particularly relevant in…
Descriptors: Foreign Countries, High Schools, Language Teachers, Vocational English (Second Language)
Cam Nguyen Thuy Phan; Anh Ngoc Phuong Tran – International Society for Technology, Education, and Science, 2024
The goal of this classroom action study is to increase the vocabulary of Vietnamese EFL university students by utilizing Kahoot! in the teaching and learning process. Eleven undergraduate Vietnamese students majoring in Information Technology in a university in the south of Vietnam took part in the study. The two-cycle Kemmis and McTaggart (1988)…
Descriptors: Foreign Countries, Vocabulary, English (Second Language), Second Language Learning
Orit Avidov-Ungar; Merav Hayak – Journal of Information Technology Education: Research, 2023
Aim/Purpose: The current research examined the use of digital games in the fully online learning context imposed by lockdowns in response to the COVID-19 pandemic. In particular, we sought to understand the contribution that digital games made to teacher educators and how they used digital games in their remotely delivered courses. Background:…
Descriptors: Computer Games, Electronic Learning, COVID-19, Pandemics
James Russo; Anne Roche – Mathematics Education Research Group of Australasia, 2024
In this paper we explored primary school teachers preference for different game modes to support mathematics teaching and learning. Eighty-four teachers played digital and non-digital addition and subtraction games that were functionally equivalent during professional learning workshops. Most teachers indicated that they would be more likely to…
Descriptors: Foreign Countries, Elementary School Mathematics, Elementary School Teachers, Professional Development
Denham, André R.; Harbour, Kristin E.; Wind, Stefanie A. – Investigations in Mathematics Learning, 2022
There is strong theoretical and empirical support for the use of digital games for learning. Despite their research support, digital games are not widely used in mathematics classrooms. One main contributor to this lack of adoption is the paucity of extant research on the extent to which mathematics teachers are using digital games, how teachers…
Descriptors: Educational Games, Computer Games, Mathematics Instruction, Mathematics Education
Mehmet Donmez; Kursat Cagiltay – Educational Technology & Society, 2024
This study investigated the design processes for developing eye training materials for children with low vision (CLV) using computer game applications based on eye movement tracking to enhance their vision skills. The primary aim was to create interactive eye training materials tailored to improve CLV's vision abilities. Employing a design-based…
Descriptors: Eye Movements, Visual Impairments, Parent Attitudes, Special Education Teachers
Panayiota Georgiou Josephidou – ProQuest LLC, 2024
This study explored the use of gamification when teaching Greek as a L2. It examined how Greek teachers in different schools in Cyprus use gamification and if it affects their students in learning. It explored their perceptions of the effects on student motivation and engagement. The study was of qualitative approach and semi-structured interviews…
Descriptors: Foreign Countries, Second Language Learning, Second Language Instruction, Game Based Learning
I. Nyoman Laba Jayanta; G.A.P. Suprianti; Ni Nyoman Ganing; I. G.A. Lokita Purnamika Utami – International Journal of Language Education, 2025
Many elementary school students do not enjoy learning English due to ineffective instructional approaches that limit independent learning. While digital technology offers potential solutions, its educational use faces challenges such as misinformation and students' low digital resilience. This study investigates the current levels of digital…
Descriptors: Foreign Countries, Game Based Learning, Elementary School Students, Grade 5
Yong Zeng; John E. McEneaney – Journal of Research Initiatives, 2022
This text presents an argument that competition, as a pedagogical design element, facilitates students' learning motivation in digital game-based learning environments (DGBLEs). Since competition has long been regarded as an adverse pedagogical element for fostering students' learning motivation, a considerable proportion of educators and…
Descriptors: Students, Game Based Learning, Computer Games, Educational Games

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