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Mee Mee, Rita Wong; Shahdan, Tengku Shahrom Tengku; Ismail, Md Rosli; Ghani, Khatipah Abd; Pek, Lim Seong; Von, Wong Yee; Woo, Adelaide; Rao, Yugeshineey Subba – International Journal of Evaluation and Research in Education, 2020
Planning a creative learning environment is not an easy task. Teachers prefer to teach traditionally in chalk-and-talk approach during language teaching. However, this does not fit learners of the 21st Century as they prefer game-like activities instead of pen-and-paper lessons. Hence, the introduction of gamification in classroom would result in…
Descriptors: Game Based Learning, Preservice Teachers, Teacher Attitudes, Foreign Countries
Annetta, Leonard; Lamb, Richard; Bressler, Denise M.; Vallett, David B. – International Journal of Game-Based Learning, 2020
The purpose of this study was to identify the underlying cognitive attributes used during the design and development of science-based serious educational games. Study methods rely on a modification of cognitive diagnostics, item response theory, and Bayesian estimation with traditional statistical techniques such as factor analysis and model fit…
Descriptors: Educational Games, Cognitive Processes, Artificial Intelligence, 21st Century Skills
Wu, Ling; Kim, Minkang; Markauskaite, Lina – British Journal of Educational Technology, 2020
There is an emerging concern that modern technology-saturated environments, particularly computer games, are inhibiting the development of children's empathic behaviour and social skills. We argue that the solution is embedded in the problem when hybrid learning design blends real-life social interpersonal interactions with digital…
Descriptors: Young Children, Empathy, Childrens Attitudes, Delivery Systems
Ramani, Geetha B.; Daubert, Emily N.; Lin, Grace C.; Kamarsu, Snigdha; Wodzinski, Alaina; Jaeggi, Susanne M. – Developmental Science, 2020
Sources that contribute to variation in mathematical achievement include both numerical knowledge and general underlying cognitive processing abilities. The current study tested the benefits of tablet-based training games that targeted each of these areas for improving the mathematical knowledge of kindergarten-age children. We hypothesized that…
Descriptors: Educational Games, Mathematics Education, Number Concepts, Short Term Memory
Sun-Lin, Hong-Zheng; Chiou, Guey-Fa – Journal of Interactive Learning Research, 2020
This study explored the effects of an organiser-supported learning game on ninth graders' science concept learning, perceptions of learning, enjoyment, and willingness to learn. A learning game (Force Hero) was modified from a commercial game, and a pre-test, a post-test, and a questionnaire were employed. In the game, students used their avatars'…
Descriptors: Grade 9, High School Students, Science Education, Educational Games
Kuo, Wei-Chen; Hsu, Ting-Chia – Asia-Pacific Education Researcher, 2020
This study utilized unplugged computational thinking learning material named Robot City as the instructional material. The board game corresponds to structural programming, including sequential structure, conditional structure, repetitive structure, and the modeling concept of calling a procedure in programming languages. According to the…
Descriptors: Thinking Skills, Computation, Educational Games, Instructional Materials
Öztürk, Çilem; Kormaz, Özgen – Participatory Educational Research, 2020
The aim of this study is to determine the effects of educational games on students' academic achievement, attitudes towards the course and cooperative learning skills. Semi-experimental research design with pretest posttest control group was used. The study group consisted of 60 students at 5th grade secondary school. In this process, the topics…
Descriptors: Game Based Learning, Instructional Effectiveness, Academic Achievement, Social Studies
Nunes da Silva Júnior, José; Santos de Lima, Paulo Roberto; Sousa Lima, Mary Anne; Monteiro, Álvaro Carvalho; Silva de Sousa, Ulisses; Melo Leite Júnior, Antonio José; Vega, Kimberly Benedetti; Oliveira Alexandre, Francisco Serra; Jalles Monteiro, André – Journal of Chemical Education, 2020
This report provides information about a free-of-charge, trilingual (Portuguese, Spanish, and English) game-based application that engages high school and undergraduate students in reviewing the structural theory of organic compounds in a challenging way. In Time Bomb Game, students must disarm a time bomb on their own by correctly answering…
Descriptors: Game Based Learning, High School Students, Undergraduate Students, Learner Engagement
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
Chen, Ching-Huei; Law, Victor; Huang, Kun – Educational Technology Research and Development, 2019
In a game-based learning (GBL) environment for seventh-grade students, this study investigated the impact of competition, engagement in games, and the relationship between the two on students' in-game performance and flow experience, which, in turn, impacted their science learning outcomes. Structural equation modeling was employed to test a…
Descriptors: Learner Engagement, Academic Achievement, Student Motivation, Game Based Learning
Hsu, Tzu-Yuan; Chiou, Guey-Fa – Journal of Educational Multimedia and Hypermedia, 2019
The purpose of this study was to investigate pre-service teachers' perceptions of digital game-supported learning (DGSL). A survey questionnaire was developed to investigate those perceptions. The questionnaire consisted of four dimensions: teachers' prior digital game-playing experience, attitudes toward digital gaming, digital gaming…
Descriptors: Preservice Teachers, Computer Games, Student Attitudes, Game Based Learning
Flores Marin, Monica; Pinto Tapia, Victor; Espinoza Salguero, Maria Teresa – Journal of Information Technology Education: Research, 2019
Aim/Purpose: This research is a comparative test between two Human Computer Interaction (HCI) design approaches - Apple versus one informed by child users. Background: There are studies concerning the creation of graphical interfaces for kids, however, they do not involve them in the design process. On the other hand, operating systems such as…
Descriptors: Usability, Computer Games, Handheld Devices, Computer Interfaces
Keehn, Suzanne; Claggett, Stuart – Journal of Applied Testing Technology, 2019
The educational game industry struggles from a lack of standardization around collecting, analyzing and managing student learning data, which is potentially jeopardizing millions of dollars of investment in educational games. Investors, administrators, and educators require data to support quantitative and qualitative learning measurement in…
Descriptors: Educational Games, Game Based Learning, Data Collection, Elementary Secondary Education
Kai, Shiming – ProQuest LLC, 2019
This dissertation research focuses on investigating the incidence of student self-regulated learning behavior, and examines patterns in student affective states that accompany such self-regulated behavior. This dissertation leverages prediction models of student affective states in the Physics Playground educational game platform to identify…
Descriptors: Physics, Educational Games, Psychological Patterns, Student Behavior
Lin, Grace Hui Chin – Online Submission, 2020
This research was aimed at investigating the pedagogical roles of computer games (Hao et al, 2019, Chen & Hsu, 2019). It explored the impact of computer "mixed with language" (White et al, 2019) training, using simulation games, upon language acquisition and diverse daily-life knowledge. In a teacher preparation university of western…
Descriptors: Game Based Learning, Teaching Methods, Computer Games, Training

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