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Fathi Ihmeideh – Journal of Education in Muslim Societies, 2023
Children are growing up in a media-rich digital environment where they are immersed in new technologies in unprecedented ways. Digital games are one of these technologies, and young children play a wide range of digital games. Research studies suggest that digital games support children's learning and development. The paper aims to assess digital…
Descriptors: Kindergarten, Grade 1, Grade 2, Grade 3
Jenny Yun-Chen Chan; Chloe Byrne; Janette Jerusal; Allison S. Liu; Justin Roberts; Erin Ottmar – British Journal of Educational Technology, 2023
Prior research has shown that game-based learning tools, such as DragonBox 12+, support algebraic understanding and that students' in-game progress positively predicts their later performance. Using data from 253 seventh-graders (12-13 years old) who played DragonBox as a part of technology intervention, we examined (a) the relations between…
Descriptors: Game Based Learning, Educational Games, Problem Solving, Mathematics Achievement
Thornton, Ian M.; Tagu, Jérôme; Zdravkovic, Suncica; Kristjánsson, Árni – Cognitive Research: Principles and Implications, 2021
Attention is known to play an important role in shaping the behaviour of both human and animal foragers. Here, in three experiments, we built on previous interactive tasks to create an online foraging game for studying divided attention in human participants exposed to the (simulated) risk of predation. Participants used a "sheep" icon…
Descriptors: Attention, Computer Games, Behavior Patterns
Hofstetter, Emily – Discourse Processes: A Multidisciplinary Journal, 2021
This paper contributes an analysis of practices for managing a preallocated turn-taking system in board games, expanding existing studies of preallocation beyond question-answer sequences. Although board games have existed for thousands of years across human cultures, and despite being a widely used method of data elicitation in many fields of…
Descriptors: Games, Adults, Behavior, Play
Muntrikaeo, Kuntida; Poonpon, Kornwipa – English Language Teaching, 2022
The purposes of this study were to investigate the effects of task-based instruction using online language games in a flipped learning environment (TGF) in developing the English oral communication ability of Thai secondary students and examine the students' opinions of the task-based instruction using online language games in a flipped learning…
Descriptors: Secondary School Students, Second Language Learning, Second Language Instruction, English (Second Language)
Jensen, Erik Ottar; Skott, Charlotte Krog – Digital Experiences in Mathematics Education, 2022
In this article, we conduct a qualitative systematic review of studies examining the use of digital games to promote students' mathematical reasoning in primary and lower secondary schools. Digital games now have a prominent role in students' leisure time, as has mathematical reasoning in curricula around the world. This study investigates how the…
Descriptors: Educational Technology, Technology Uses in Education, Mathematics Instruction, Mathematical Logic
Aranguren, Patricia; Sánchez, Daniel; Casi, Álvaro; Araiz, Miguel; Catalán, Leyre – Journal of Technology and Science Education, 2022
The nowadays European educational framework boosts applying the learned theoretical concepts to real situations. Hence, practice sessions are key resources to present students direct applications of the theoretical concepts shown in class. Thus, developing new educational equipment and practice sessions oriented to bringing theoretical knowledge…
Descriptors: Foreign Countries, Game Based Learning, Educational Games, Educational Equipment
Cai, Zhihui; Mao, Peipei; Wang, Dandan; He, Jinbo; Chen, Xinjie; Fan, Xitao – Educational Psychology Review, 2022
Previous empirical studies on the effect of scaffolding in game-based learning environments have shown inconsistent findings. In this study, we conducted a meta-analysis to examine the effect of scaffolding in digital game-based learning (DGBL) and to explore a range of moderating factors that may have contributed to the inconsistencies of primary…
Descriptors: Game Based Learning, Electronic Learning, Scaffolding (Teaching Technique), Academic Achievement
Hirkani, Munira; Hegde, Geeta; Kamath, Ramakrishna; Sonwane, Tejaswini; Angane, Esha; Gajbhiye, Riya – Advances in Physiology Education, 2022
Developing group cohesiveness in the online environment is important for a satisfying learning experience. This article describes an innovative use of crosswords as a "group" activity along with a hybrid version of Medical Pictionary and Medical Charades, in a medical school in India, to engage the learners, encourage interactions and…
Descriptors: Electronic Learning, Group Unity, Group Activities, Medical Students
Rahmadi, Imam Fitri; Lavicza, Zsolt; Arkün Kocadere, Selay; Houghton, Tony; Hohenwarter, Markus – Education and Information Technologies, 2022
Recent developments in educational technology have led to a renewed interest in the utilisation of user-generated microgames for facilitating learning. The advantages and disadvantages of microgames which have been voluntarily created, modified, shared and used by users on open learning platforms to support learning are not yet clearly understood.…
Descriptors: Educational Games, Educational Technology, Educational Benefits, Technology Uses in Education
Muhly, Fabian; Leo, Philipp; Caneppele, Stefano – Journal of Cybersecurity Education, Research and Practice, 2022
Social engineering is a method used by offenders to deceive their targets utilizing rationales of human psychology. Offenders aim to exploit information and use them for intelligence purposes or financial gains. Generating resilience against these malicious methods is still challenging. Literature shows that serious gaming learning approaches are…
Descriptors: Educational Games, Social Psychology, Engineering Education, Experiential Learning
Suggate, Sebastian Paul; Martzog, Philipp – Early Child Development and Care, 2022
During typical childhood interactions with screen-media, two features are prominent. First, input is dominated by audio-visual signals and second, these predominately provide children with ready-made images, potentially negating effortful mental imagery construction. We present a two-year longitudinal study on a sample of 109 preschool children.…
Descriptors: Preschool Children, Mass Media Use, Television Viewing, Video Games
Li, Ke; Peterson, Mark; Wan, Jiahui – International Journal of Computer-Assisted Language Learning and Teaching, 2022
Despite the increasing awareness of digital games' potential for language learning, only a handful of studies focus on their integration into classrooms. Informed by bridging activities, this mixed methods case study recruited six students to engage in instructed gameplay in class and game-related activities after class. Both qualitative and…
Descriptors: Video Games, Second Language Learning, Academic Achievement, Learner Engagement
Kaya, Gamze; Sagnak, Hatice Cilsalar – International Journal of Game-Based Learning, 2022
Since gamification has strengthened its place in education over the years, it is frequently preferred in English as a Second Language Learning. This study aims to investigate the literature on the effects of gamification on students' English learning as a second language and the tendency of students to use games to learn English as a second…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, English (Second Language)
Selamat, Aslam Izah; Ngalim, Siti Manisah – Accounting Education, 2022
This paper highlights the need for a gamification approach in supporting the teaching and learning process of fundamental financial accounting at Universiti Putra Malaysia. It briefly reviews the already available gamification approaches from the literature, and addresses important issues in efficiently delivering the gamification exercise as part…
Descriptors: Accounting, Teaching Methods, Educational Games, Business Administration

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