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Gila Kurtz; Dan Kohen-Vacs – Interactive Learning Environments, 2024
Humanoid robotics is an emerging field striving to deploy technological devices capable of resembling and mimicking the human form. Primarily, the capability of human-like robots to interact with people has proved to be contributory in areas such as education and caretaking, but less so in adult training. In this study, we outline the design and…
Descriptors: Robotics, Technology Uses in Education, Teamwork, Training
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Hussein Karam Hussein Abd El-Sattar – Education and Information Technologies, 2025
Daily living activities (DLAs) are crucial for people with autism spectrum disorder (ASD). Immersive learning technologies (ILTs), such as virtual reality (VR), augmented reality (AR), serious games (SGs), and the metaverse, are emerging and expanding globally as a result of the COVID-19 pandemic. In the virtual world, metaverse technology is…
Descriptors: Autism Spectrum Disorders, Students with Disabilities, Daily Living Skills, Computer Simulation
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Phantipa Amornrit; Patthanan Bootchuy; Phanompatt Smitananda – Journal of Education and Learning, 2025
The study aimed to examine the impact of a gamified distance learning system on enhancing digital creativity in distance education. The research involved 36 graduate students from Sukhothai Thammathirat Open University enrolled in the Public Administration Innovation course. Over a six-week experimental period, the learning system incorporated…
Descriptors: Foreign Countries, Gamification, Distance Education, Creativity
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Nguyen Ngoc Dan; Le Thai Bao Thien Trung; Nguyen Thi Nga; Tang Minh Dung – Review of Education, 2025
Digital game-based learning (DGBL) has emerged as a significant research topic in recent times, particularly in the context of K-12 education. While numerous systematic literature reviews have focused on students as participants, there is a notable gap in reviews that concentrate on the educators who adopt DGBL in their classrooms. This study aims…
Descriptors: Game Based Learning, Elementary Secondary Education, Electronic Learning, Technology Uses in Education
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Haozhe Jiang; Deqi Zhu; Ritesh Chugh; Darren Turnbull; Wu Jin – Education and Information Technologies, 2025
As virtual reality (VR) and augmented reality (AR) continue to become popular, there remains a noticeable gap in understanding their potential for enriching science, technology, engineering, and mathematics (STEM) learning among K-12 students. To address this knowledge gap, this study systematically reviewed 117 articles published from 2010 to…
Descriptors: Computer Simulation, Technology Uses in Education, STEM Education, Elementary Secondary Education
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Yasir Ahmed Ali; Muhammad Mooneeb Ali; Issa Saad AlQurashi; Muhammad Imran; Ubaid Ullah Ubaid – International Journal of Game-Based Learning, 2025
Game-based applications and strategies are effective solutions to contemporary challenges in English language learning. Kahoot is an online platform that assists learning in an untraditional but effective way. This probe examines whether the use of Kahoot in a Saudi English language classroom can boost the vocabulary acquisition of the…
Descriptors: Foreign Countries, Game Based Learning, English (Second Language), Second Language Instruction
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Ruofei Zhang; Gary Cheng; Di Zou – Language Learning & Technology, 2025
Digital game-based vocabulary learning (DGBVL) integrates key game elements such as Challenges, Rewards, Human-Computer Interactions (HCI), Multimedia, and Fantasy. Although the overall effectiveness of digital games in enhancing English-as-a-foreign-language (EFL) vocabulary knowledge development is well-established, the specific roles of…
Descriptors: Vocabulary Development, Computer Games, English (Second Language), Learner Engagement
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Subhashree Mohapatra; Rahul Mohandas – Health Education, 2025
Purpose: Since youngsters are being extensively engaged with digital devices these days, integrating digital technologies into food and nutrition education programs, stands out as a viable method. The current systematic review aimed to assess the available literature on the effectiveness of digital edutainment games on nutrition behavior of…
Descriptors: Game Based Learning, Nutrition Instruction, Health Behavior, Eating Habits
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Lei Cao; Kien Tsong Chau; Wan Ahmad Jaafar Wan Yahaya – International Journal of Game-Based Learning, 2025
In cultural relic restoration learning, developing both knowledge proficiency and self-efficacy is essential for academic success and professional competency. However, conventional learning methods often lack interactive elements that support cognitive engagement and skill acquisition. To address this limitation, this study introduced a…
Descriptors: Game Based Learning, Artificial Intelligence, Acoustics, Technology Uses in Education
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Betül Toka; Sema Büyüktaskapu Soydan – Journal of Inquiry Based Activities, 2025
The purpose of this research is to examine the effect of the Interactive Educational Digital Game Program on the Mathematics Skills and Working Memory Performance of 7-8 year old children who are hospitalized and stay in children's homes. The study was conducted on 5 children hospitalized in Malatya Inönü University Turgut Özal Medical Center…
Descriptors: Video Games, Technology Uses in Education, Mathematics Skills, Short Term Memory
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Nivine Aziz; Rayya Younes – Contemporary Educational Technology, 2025
Today's generation exhibits a strong affinity for video games, presenting an opportunity to harness this interest for educational purposes. Integrating gaming elements into education has the potential to captivate students while improving information retention. Virtual reality (VR), in particular, offers a transformative approach by creating…
Descriptors: Teacher Attitudes, Technology Integration, Technology Uses in Education, Computer Simulation
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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
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Saeed Khazaie; Saman Ebadi – Computer Assisted Language Learning, 2025
This quasi-experimental study explored the feasibility of the augmented reality game-supported flipped classrooms for English for Medical Purposes reading among 464 students from the Isfahan University of Medical Sciences in two phases. In the quantitative phase, the participants watched the pre-recorded lectures on English for Medical Purposes…
Descriptors: Flipped Classroom, Computer Simulation, Reading Comprehension, English for Special Purposes
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Nongluk Weerasiri; Pinanta Chatwattana – Journal of Education and Learning, 2025
The community-based learning model via game simulation to promote community public health diagnosis skills, or CBL model via game simulation, is a research tool that was devised based on the concepts of public health diagnosis using the seven community tools (geo-social mapping, genogram, community organization chart, local health system,…
Descriptors: Public Health, Educational Games, Computer Simulation, Game Based Learning
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Tianqi Huang; Zhenan Feng; Daniel Paes; Fei Ying; Xilei Zhao; Max Kinateder; E. R. Langer; Ruggiero Lovreglio – Journal of Computer Assisted Learning, 2025
Background: Wildfires have become increasingly frequent and destructive, highlighting the need for more effective public education on safety and preparedness. Gamification, the use of game design elements in non-game contexts, offers a promising strategy to enhance learner engagement and educational effectiveness compared to traditional methods.…
Descriptors: Natural Disasters, Fire Protection, Safety Education, Gamification
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