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Rasti-Behbahani, Amin; Shahbazi, Maryam – Computer Assisted Language Learning, 2022
This study investigates the probable effect of a digital game-based vocabulary learning (DGBVL) task on the acquisition of some components of a word knowledge framework. In so doing, 124 Persian speakers (56 males and 68 females) were randomly assigned to either a control or an experimental group. The experimental group participants completed a…
Descriptors: Computer Games, Game Based Learning, Comparative Analysis, Task Analysis
van Putten, Sonja; Blom, Nicolaas; van Coller, Angelique – International Journal of Mathematical Education in Science and Technology, 2022
This study investigated the developmental influence of collaborative games, in the form of game-based worksheets, on the performance and attitudes of sixth-graders in the mathematics classroom. It is posited that games have the potential to enhance learning through positive emotional experiences. Non-digital game-based learning methodologies are…
Descriptors: Grade 6, Cooperative Learning, Mathematics Instruction, Game Based Learning
Elisabetta M. Cigognini; Andrea Nardi – European Journal of Open, Distance and E-Learning, 2024
This study aims to explore the educational potential of Minecraft as a learning environment that supports active teaching methods, especially in remote contexts. It presents the experience of remote laboratory teaching within the MineClass project conducted from 2018 to 2021, addressing the challenges posed by the reduction of in-person and online…
Descriptors: Video Games, Game Based Learning, Technology Uses in Education, COVID-19
Fernandez-Rio, Javier; de las Heras, Esteban; González, Tristan; Trillo, Vanessa; Palomares, Jorge – Physical Education and Sport Pedagogy, 2020
Background: A novel pedagogical approach that is becoming increasingly popular in educational contexts is called Gamification. To our knowledge, empirical research on its effectiveness in education is scarse, and almost absent in physical education. Purpose: The goal was to explore how Gamification can be used in physical education, and what…
Descriptors: Teaching Methods, Game Based Learning, Educational Games, Physical Education
Burgos, Daniel, Ed. – Lecture Notes in Educational Technology, 2020
Educational Technology is the right couple to a radical innovation. Thanks to the appropriate technology in the right context with the best fit to the target audience, education can be drastically improved, meaning a better performance, competence achievement, match with the user's expectations and with the market needs. Serious games, Virtual…
Descriptors: Educational Change, Electronic Learning, Educational Innovation, Educational Technology
Ryu, Dongwan; Jeong, Jiwon – Journal of Educational Computing Research, 2019
With the help of digital media and networking technologies, today's learners are increasingly participating in the consuming, producing, and disseminating of new meanings in various modes such as text, image, sound, video, or all together--particularly in online communities--forming new identities as knowledge producers. By using online…
Descriptors: Electronic Learning, Ethnography, Video Games, Play
Coskun, Zeynep Nesrin; Adiguzel, Tufan; Çatak, Guven – World Journal on Educational Technology: Current Issues, 2019
The aim of the study was to validate a prototype of a game-based educational tool for improving auscultation skills. The tool was presented to 12 medical school students studying at a foundation university. The data collection tools of the study were: Cardiac sound identification form, educational tool evaluation form and auscultation survey form.…
Descriptors: Teaching Methods, Educational Games, Game Based Learning, Educational Technology
Christie, Simon – set: Research Information for Teachers, 2018
This article reflects on a school's approach to gamifying the Royal Society Te Aparangi's First CREST Award. The article explains how CREST was reconceived as a quest using elements of live action role playing (LARP) and gamification, and the tools that were used to do this. It describes how progress was measured using a points system and the…
Descriptors: Foreign Countries, Teaching Methods, Play, Role Playing
Pinder, Patrice Juliet; Pinto, Giles – Online Submission, 2018
Very few studies on game-based learning (GBL) have been conducted within the Caribbean/West Indies, particularly studies of a mixed-methods nature examining in-service K-12 STEAM teachers' perspectives. This study addresses the aforementioned gap and explores the benefits of employing GBL as a teaching strategy in primary (elementary) and…
Descriptors: Foreign Countries, Elementary School Teachers, Secondary School Teachers, Teacher Attitudes
White, Aien Charity Grace; Chaudhari, Apoorv; White, Jonathon David – Physics Education, 2021
Engaging Electrical Engineering (EE) students in a freshman general physics service course is challenging as they see little relationship between the topics and their major. Non-native speakers enrolled in a course taught in English face an additional challenge beyond understanding the basic physics, that is, understanding specialized English.…
Descriptors: Active Learning, Discovery Learning, Engineering Education, Physics
Balula, Ana; Martins, Ciro; Costa, Marco; Marques, Fábio – Teaching English with Technology, 2020
In the last decades, the focus of ESP teaching has been shifting from the grammatical analysis of technical texts to discourse analysis, and, more recently, to learner-centred approaches. This change is quite challenging and demanding for ESP teachers, in particular regarding the choice of effective teaching and learning methodologies and,…
Descriptors: English for Special Purposes, English (Second Language), Second Language Instruction, Language Teachers
Stohlmann, Micah; Acquah, Alfred – International Journal for Technology in Mathematics Education, 2020
Technology integration in K-12 mathematics has received increased attention in the last decade as new mathematical technologies have been developed and implemented more often. There is a need for further research on these technologies and for effective implementation practices of technology in mathematics education in general. in practice,…
Descriptors: Educational Trends, Educational Change, Technology Integration, Mathematics Instruction
Walkington, Candace – Grantee Submission, 2020
This paper responds to a 2016 systematic literature review of the research on learning games by Ke (2016). The review paper unpacked the idea of intrinsic integration in learning games, analyzing important emergent themes. The key ideas and the value of this review are discussed in the context of the recent shift to virtual instruction. The…
Descriptors: Educational Games, Teaching Methods, Educational Technology, Technology Uses in Education
Emma Ashworth; Neil Humphrey; Alexandra Hennessey – Journal of Research on Educational Effectiveness, 2020
This study aimed to examine the impact of a universal, school-based intervention, the Good Behavior Game (GBG), on children's behavior, and to explore any subgroup moderator effects among children at varying levels of cumulative risk (CR) exposure. A 2-year cluster-randomized controlled trial was conducted comprising 77 primary schools in England.…
Descriptors: Intervention, Elementary School Students, Check Lists, Student Behavior
Ongoro, Catherine Akoth; Mwangoka, Joseph W. – Knowledge Management & E-Learning, 2019
This paper presents the effects of using digital games on improving language learning in Tanzanian preschools. A gamified learning prototype system was developed for making alphabetical sound articulation more engaging and fun. The study was conducted with twelve preschools in Tanzania. The results revealed that preschoolers' learning performance…
Descriptors: Computer Games, Preschool Education, Foreign Countries, Language Acquisition

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