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Showing 1 to 15 of 68 results Save | Export
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Junjie Gavin Wu; Danyang Zhang; Sangmin-Michelle Lee; Junhua Xian – International Journal of Computer-Assisted Language Learning and Teaching, 2025
Digital games have become an important educational tool for learning and teaching. The development of such games has advanced from 2D, desktop-based technologies to 3D, augmented reality (AR) / virtual reality (VR)-based technologies. Yet digital game-based language learning (DGBLL) with AR/VR has only recently started to be investigated, owing to…
Descriptors: Video Games, Computer Simulation, Second Language Learning, Game Based Learning
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Zhaoyang Xiong; Junjie Gavin Wu; Kean Wah Lee – International Journal of Computer-Assisted Language Learning and Teaching, 2024
Digital games have gained significant attention in the field of language education. Among various educational applications, research on digital game-based vocabulary learning (DGBVL) has seen a marked increase in interest and exploration. This study presents a scientometric review based on bibliometric data from the Scopus and Web of Science Core…
Descriptors: Video Games, Game Based Learning, Vocabulary Development, Educational Research
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Chun-Chun Chang; Gwo-Jen Hwang; Liang-Shiou Ou – Journal of Computer Assisted Learning, 2025
Background: For learners with intellectual disability, it is a challenge and crucial issue to foster their life skills. These learners generally encounter several problems during the learning process, such as difficulties paying and maintaining attention, difficulties with memory and application and slow learning ability. Life skills training can…
Descriptors: Basic Skills, Intellectual Disability, Technology Uses in Education, Game Based Learning
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Andre Thomas; Jamaal Young; Michael Rugh; Hadeel Ramadan; Wenting Weng – International Journal of Game-Based Learning, 2025
Calculus is the foundation for any STEM degree, yet a large percentage of students fail calculus. Very little is known about the effect purposefully designed video games can have on STEM students studying calculus. The objective of this study was to analyze the impact a purposefully designed educational video game has on freshmen college students…
Descriptors: Calculus, Video Games, Game Based Learning, STEM Education
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Tan Ming Kuang; Lidya Agustina; Yani Monalisa – Accounting Education, 2024
Although digital game-based learning (DGBL) has the potential to enhance learning motivation and complex cognitive skills of students, its adoption and effectiveness are heavily dependent on lecturers' acceptance. Comprehending lecturers' perceptions and beliefs underlying their decision-making processes is therefore significant. This study…
Descriptors: Foreign Countries, Business Education, Higher Education, Teacher Attitudes
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Dmitrii Pastushenkov; Olesia Pavlenko; Steven Clancy – Language Learning & Technology, 2025
In this article, we delve into the application of the online game-based learning and testing platform Kahoot! with second language (L2) learners of Russian and explore how this tool can enhance our students' experiences. Following a brief overview of digital game-based learning (DGBL) and previous research on L2 learning through Kahoot!, we…
Descriptors: Online Courses, Game Based Learning, Second Language Instruction, Russian
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Michael C. Melville; Chad Hershock; B. Reeja-Jayan – Advances in Engineering Education, 2024
Due to limited laboratory facilities and other constraints, many engineering students may not have the opportunity to engage with practical, hands-on learning experiences. Although some research suggests that game-based learning can provide students with these pedagogical benefits, much of that work does not directly assess the impact of such…
Descriptors: Video Games, Engineering Education, Visualization, Game Based Learning
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Thomas Coleman; Arthur G. Money – International Journal of Information and Learning Technology, 2024
Purpose: This paper presents the student-centred experience (SCE) game design framework, which aims to guide the design of holistic student-centred digital game-based learning (SCDGBL) experiences, which fully integrate all seven tenets of student-centred learning (SCL). The paper also rationalises the need for the framework and presents the steps…
Descriptors: Student Centered Learning, Game Based Learning, Learning Experience, Instructional Design
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Yiqiu Zhou; Luc Paquette – International Educational Data Mining Society, 2024
Extensive research underscores the importance of stimulating students' interest in learning, as it can improve key educational outcomes such as self-regulation, collaboration, problem-solving, and overall enjoyment. Yet, the mechanisms through which interest manifests and impacts learning remain less explored, particularly in open-ended game-based…
Descriptors: Video Games, Game Based Learning, Technology Uses in Education, Student Interests
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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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Benjamin Emihovich – TechTrends: Linking Research and Practice to Improve Learning, 2024
Serious games, board games, and well-designed commercial video games represent emerging technologies that have been utilized by instructors to help students develop systems thinking skills. In this paper, the author proposes an innovative pedagogical framework that can support educators using digital game-based learning in higher education. By…
Descriptors: Game Based Learning, Technology Uses in Education, Thinking Skills, Systems Approach
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Igor Ivanovic – Education and Information Technologies, 2024
This paper seeks to construct a narrative woven around the academic ventures and tribulations of third-year students who, in their initial university chapter, stumbled on the academic hurdles of General English 1 and 2 examinations and to immerse in a realm where digital game-based learning takes centre stage, exploring its potential as a…
Descriptors: Game Based Learning, College Students, Technology Uses in Education, Video Games
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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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Mohammed H. Albahiri; Ali A. M. Alhaj; Bandar M. Al Oteibi – Educational Process: International Journal, 2025
Background/purpose: This research aimed at designing an educational program based on gamification for teaching mathematics as required by the Trends in International Mathematics and Science Study (TIMSS) to determine its impact on advancing strategic competence among fourth-grade male students in the first semester of Academic Year 1445AH in…
Descriptors: Gamification, Mathematics Instruction, Game Based Learning, Educational Games
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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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