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Dina Altayevna Malgazhdarova; Gulzira Kabayevna Kenzhetayeva; Ismail Hakki Mirici – Novitas-ROYAL (Research on Youth and Language), 2024
A persistent issue exists in Kazakh higher education institutions regarding the nonsystematic approach to teaching grammar. Although some believe that grammar is acquired automatically, thus requiring no separate study, this sentiment may not be entirely accurate. Knowledge may sometimes be presented in an unsystematic manner, lacking structure…
Descriptors: Game Based Learning, Learning Activities, English (Second Language), Second Language Learning
Yuchan Gao – CALICO Journal, 2024
Content-language integration has been perceived to be an effective approach in second and foreign language learning. However, it can be challenging to implement in content classes, especially in science classrooms. Researchers have suggested using tasks and games to help design diverse opportunities for language and content learning; in…
Descriptors: Game Based Learning, Computer Assisted Instruction, Teaching Methods, Science Instruction
Eadaoin J. Slattery; Deirdre Butler; Michael O'Leary; Kevin Marshall – Irish Educational Studies, 2024
Minecraft Education is a popular digital game-based learning platform designed for use in educational settings. This study explores teachers' experiences of using Minecraft Education as an educational tool to foster the development of key competencies and skills in students. Semi-structured interviews with Irish primary school teachers (N = 11)…
Descriptors: Game Based Learning, Video Games, Technology Uses in Education, Teaching Experience
Eleni Korosidou; Eleni Griva – International Electronic Journal of Elementary Education, 2024
This paper presents a study conducted in a Greek Elementary school and explores the impact of Digital Storytelling (DST) on developing children's second language (L2) writing skills and their intercultural awareness. The development of digital technologies has enabled the use of different multimedia tools to reconfigure traditional storytelling.…
Descriptors: Second Language Learning, Writing Skills, Cultural Awareness, Story Telling
Lubna Abdullah Alzayyat – ProQuest LLC, 2024
Leisure activities are important in assisting individuals with autism spectrum disorder (ASD) to build relationships, learn to behave socially appropriately, and acquire new interests--competences that assist in cultivating positive self-consciousness (Specht et al., 2002; Womack et al., 2011). Statistics indicate that 2.3% of 8-year-old children…
Descriptors: Arabs, Minority Group Students, Autism Spectrum Disorders, Video Games
Patel, Priyanka; Torppa, Minna; Aro, Mikko; Richardson, Ulla; Lyytinen, Heikki – Journal of Computer Assisted Learning, 2022
Background: In 2018, it was found that only a quarter of Grade 3 children in India were reading at grade level. A growing demand for English education has further limited children's literacy achievement. Despite a strong evidence base in favour of using systematic phonics for building English literacy skills, many teachers in India continue to use…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Teaching Methods
Hopper, Timothy; Rhoades, Jesse Lee – Strategies: A Journal for Physical and Sport Educators, 2022
In this series of two articles, we connect complexity theoretical frameworks of ecological dynamics and enactivism to initiatives for learning to play tennis advocated by USTA and Tennis Canada. These initiatives were inspired by the International Tennis Federation commitment to reduce the complexity of learning tennis by rescaling the game for…
Descriptors: Racquet Sports, Foreign Countries, Motor Development, Psychomotor Skills
Bantaokul, Pannarai; Polyiem, Titiworada – Journal of Educational Issues, 2022
The purposes of the study were to investigate the effectiveness of integrated 5Es of inquiring-based learning and gamification on grade 8 science learning achievement and to study students' attitudes toward science learning with the integration of the two principles. The participants were 40 eighth-grade students from a Thai public school. They…
Descriptors: Inquiry, Active Learning, Science Instruction, Teaching Methods
Bledsoe, Robert S.; Richardson, Deborah S. – International Journal of Teaching and Learning in Higher Education, 2022
Reacting to the Past (Reacting) is an active-learning pedagogy utilizing elaborate historical roleplaying games. This study examined the effect of Reacting on student academic self-efficacy, perspective taking, engagement, and perceived learning, and considered whether these outcomes were impacted by the type of role a student assumed. Students…
Descriptors: Active Learning, Teaching Methods, Role Playing, Instructional Effectiveness
Ding, Lu; Kim, ChanMin; Orey, Michael – Technology, Pedagogy and Education, 2020
This article proposes a gamification approach that aims to motivate students in online discussions. While some efforts have been made in gamification for teaching and learning, insufficient attention has been paid to gamification grounded in "both" theories and evidence from empirical studies. After identifying five motivational needs of…
Descriptors: Asynchronous Communication, Computer Mediated Communication, Online Courses, Student Motivation
Hunt-Gómez, Coral I.; Moreno-Fernández, Olga; Moreno-Crespo, Pilar; Ferreras-Listán, Mario – Journal of University Teaching and Learning Practice, 2020
Fast and easy Internet and knowledge access by just a click are some of the characteristics of the twenty first century. This means that this knowledge has been acquired fast and superficially. Thus, discernment turns into something ephemeral, because there is not a profound examination of the aspects dealt with. This is caused by the enormous…
Descriptors: Teaching Methods, Females, Student Attitudes, Learner Engagement
Tsai, Yu-Ling; Tsai, Chin-Chung – Journal of Computer Assisted Learning, 2020
This meta-analysis investigates the relative effectiveness of game-based science learning against other instructional methods (Gameplay design) as well as against science game variants enriched with mechanisms (Game-mechanism design). An overall medium effect size for Gameplay design (k = 14, N[subscript es] = 14, g[subscript RE] = 0.646, p =…
Descriptors: Game Based Learning, Science Instruction, Teaching Methods, Educational Games
Goodwin, Amanda P.; Petscher, Yaacov; Jones, Sara; McFadden, Sara; Reynolds, Dan; Lantos, Tess – Reading Teacher, 2020
The authors describe Monster, P.I., which is an app-based, gamified assessment that measures language skills (knowledge of morphology, vocabulary, and syntax) of students in grades 5-8 and provides teachers with interpretable score reports to drive instruction that improves vocabulary, reading, and writing ability. Specifically, the authors…
Descriptors: Computer Assisted Testing, Handheld Devices, Language Maintenance, Language Tests
Sawrey, Katharine; Chan, Jenny Yun-Chen; Ottmar, Erin – Grantee Submission, 2020
The concept of equivalence can be elusive to students and can be confounded with unproductive understandings of the equals sign. Using the game-based digital algebraic notation system, From Here to There! (FH2T), students explore ideas of equivalence by dynamically transforming expressions or equations among mathematically equivalent states. In…
Descriptors: Mathematical Concepts, Symbols (Mathematics), Game Based Learning, Algebra
Yildirim, Zehra; Baran, Medine – Education and Information Technologies, 2021
The present study examined the influence of the method of physical activity games and digital games on 9th-grade students' achievements in a physics lesson. In the study, the semi-experimental design was used. The study group was made up of secondary school 9th-grade students from three different groups at a public school. The 1st experimental…
Descriptors: Physical Activities, Games, Video Games, Grade 9

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