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Naoko Taguchi – Language Teaching, 2024
Learning pragmatics involves learning linguistic forms and their communicative functions as well as the context where the form-function relationships are realized. Given its socially grounded, context-sensitive nature, pragmatics may be best learned in a technology-enhanced environment that provides direct access to contextualized communicative…
Descriptors: Pragmatics, Language Acquisition, Game Based Learning, Video Games
Beaumont, Renae; Walker, Hugh; Weiss, Jonathan; Sofronoff, Kate – Journal of Autism and Developmental Disorders, 2021
Families often face financial and geographical barriers to services for children with autism. The current study explored the effectiveness of a parent-supported adaptation of the computer game-based social skills program Secret Agent Society (SAS). Seventy child-parent dyads were randomized to SAS (n = 35) or a caregiver-supported cognitive skills…
Descriptors: Video Games, Computer Games, Game Based Learning, Interpersonal Competence
Farihah, Mohd Jamel; Mohd Norawi, Ali; Nur Jahan, Ahmad – Journal of Turkish Science Education, 2021
The study was conducted to identify the needs and specifications of a STEM Module based on a game approach in teaching science for lower secondary school students. In this study, the needs analysis was carried out on purposively selected science teachers from different schools in the northern district of Kedah, Malaysia. The data was collected…
Descriptors: Science Instruction, STEM Education, Game Based Learning, Secondary School Science
Kroustalli, Chrysoula; Xinogalos, Stelios – Education and Information Technologies, 2021
Serious games, or else educational games, for programming are considered to have a positive impact on learning programming. Specifically, serious games are considered to motivate students and engage them in playing and learning programming. However, more research is required in order to study their effects in learning programming, as well as their…
Descriptors: Instructional Effectiveness, Teaching Methods, Computer Science Education, Programming Languages
Beavis, Catherine; O'Mara, Joanne; Thompson, Roberta – Learning, Media and Technology, 2021
There is growing interest in the incorporation of digital games as part of the suite of offerings in museum education in heritage environments. Digital games are seen as ways of recreating historic worlds, affording empathetic and affective engagement, and increasing interest in and understanding of historical periods or processes, working in…
Descriptors: Museums, Video Games, Pilot Projects, Archaeology
Hunt, Jessica; Taub, Michelle; Marino, Matthew; Duarte, Alejandra; Bentley, Brianna; Holman, Kenneth; Banzon, Allison – Learning Disabilities: A Contemporary Journal, 2022
Teaching and learning fraction concepts continues to be increasingly challenging, especially for elementary and middle school mathematics teachers and students in intervention settings. It is critical for educators to implement instruction that proactively considers engagement, access, and conceptual growth for all students. Dream 2B, a web-based…
Descriptors: Mathematics Instruction, Teaching Methods, Elementary School Mathematics, Middle School Mathematics
Kaufmann, Daniel; Ferguson-Lucas, Terri – Journal of Instructional Research, 2020
Online education alters the expectation for graduate-level engagement in relation to classroom engagement and student evaluation. Whereas the process of achieving a graduate degree in counseling has historically required learners engage in self-exploration, ethical and moral development, and reviewing contemporary research topics in counseling,…
Descriptors: Psychological Patterns, Counselor Training, Graduate Students, Electronic Learning
Parong, Jocelyn; Mayer, Richard E. – Applied Cognitive Psychology, 2020
Summary The goal of the present study was to examine the effects of playing an immersive virtual reality game that included a collection of gamified cognitive tasks, "Cerevrum," on specific components of cognition, including perceptual attention, mental rotation, working memory, visualization, visual field of view, and visual processing…
Descriptors: Cognitive Processes, Cognitive Development, Educational Games, Training
Hazar, Esin – Online Submission, 2020
It has been an educational policy for the Turkish educational authorities to teach English as a foreign language from early ages of children. This research attempts to determine the role of digital games on enhancing English vocabulary and to compare games with pen and paper practices. For this purpose, digital games on EBA (Education Informatics…
Descriptors: Video Games, Vocabulary Development, English (Second Language), Second Language Learning
Alarcón-Espinoza, Marina; Samper, Paula; Anguera, M. Teresa – Journal for the Study of Education and Development, 2023
Focusing on school tasks and regulating emotions are often challenges for students to achieve. The objective of this research is to describe and analyse the behaviours associated with emotional regulation that affect the way students participate in the classroom and contribute to the subject matter. From the mixed methods perspective, an…
Descriptors: Elementary School Students, Grade 5, Grade 6, Grade 3
Acosta-Medina, Julieth Katherin; Torres-Barreto, Martha Liliana; Cárdenas-Parga, Andrés Felipe – Australasian Journal of Educational Technology, 2021
Virtual education faces tremendous challenges such as lack of motivation and high dropout rates. However, one solution to this problem is the incorporation of digital pedagogical strategies based on gamification, which promote interest, facilitate the learning process, and contribute to reducing dropout. In this sense, we evaluated the student's…
Descriptors: Student Motivation, Preferences, College Students, Game Based Learning
Modding Europa Universalis IV: An Informal Gaming Practice Transposed into a Formal Learning Setting
Loban, Rhett – E-Learning and Digital Media, 2021
This article explores the use of modding as a formal tool for learning history. The article examines data from a formal analysis of Europa Universalis IV (EUIV), a survey of 331 EUIV forum participants and a case study of 18 university participants. Significant quantitative survey data indicated that 45% (149/331) of participants had modified…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, College Students
Cook-Chennault, Kimberly; Villanueva Alarcón, Idalis; Jacob, Gabrielle – Education Sciences, 2022
The use of educational digital games as supplemental tools to course instruction materials has increased over the last several decades and especially since the COVID-19 pandemic. Though these types of instructional games have been employed in the majority of STEM disciplines, less is known about how diverse populations of students interpret and…
Descriptors: Video Games, Computer Games, Educational Games, Game Based Learning
Ristanto, Rizhal Hendi; Kristiani, Endah; Lisanti, Elsa – Journal of Turkish Science Education, 2022
The learning process with modern technology is an absolute requirement in the digital age. As a science subject with unique characteristics, biology also requires a unique and technology-based learning process. Flipped Classroom--Digital Game-Based Learning (FC-DGBL) is a learning model that combines flipped classrooms and evaluations using…
Descriptors: Science Instruction, Educational Technology, Technology Uses in Education, Flipped Classroom
Samuel Lackey – ProQuest LLC, 2022
The problem of practice (PoP) in this dissertation in practice (DiP) focuses on the lack of motivation and engagement exhibited by career technical education (CTE) students within the traditional high school chemistry classroom as a response to textbook and teacher-centered pedagogy. This qualitative action research study utilizes a game-based…
Descriptors: Game Based Learning, Student Motivation, Learner Engagement, High School Students

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