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Chary, Mamatha; McEldoon, Katherine; Churaman, Tanya – Pearson, 2023
Pearson's Learning Foundations describe the optimal conditions for learning and reflect the learner experience Pearson hopes their products will create. Pearson does this by incorporating the Learning Design Principles. Each of the Learning Design Principles goes into detail about a key principle, supporting product design and marketing by…
Descriptors: Educational Principles, Learning, Educational Technology, Technology Uses in Education
Pimpuang, Kowit; Yuttapongtada, Methawee – LEARN Journal: Language Education and Acquisition Research Network, 2023
The objectives of this research article were to study the relations of Sanskrit to English, to investigate English words identified as of Sanskrit origin which are loanwords in the Thai language and to explore the effects of using WordWall gamification for English words of Sanskrit origin in Thai learning. The samples consisted of seven master's…
Descriptors: Classical Languages, Linguistic Borrowing, Thai, Intervention
Aimee Trieu – ProQuest LLC, 2023
Technological advancements continue to present a variety of learning opportunities for students. The purpose of this interpretative phenomenological analysis (IPA) study is to seek an understanding about students' experiences with a virtual reality (VR) activity in an Advanced Placement English course. Analyzing the observations and interactions…
Descriptors: Computer Simulation, Reading Skills, English Instruction, Language Arts
Cassondra M. Eng; Rachel M. Flynn; Erik D. Thiessen; Anna V. Fisher – Grantee Submission, 2023
Exergames (video games that promote cognitive and physical activity simultaneously) benefit executive function (EF) in elderly populations. It has been suggested that exergames may induce larger effects than cognitive or exercise training alone, but few reviews have synthesized the causal factors of exergames on EF from experimental research with…
Descriptors: Secondary School Students, Exercise Physiology, Video Games, Game Based Learning
Hébert, Cristyne; Jenson, Jennifer – Canadian Journal of Learning and Technology, 2020
In this paper, the findings of a research study, working with 12 educators in a large urban school board in Ontario using Minecraft for 21st century competency development, are presented. A number of pedagogical moves teachers made to support 21st century learning through communication and collaboration, both in the classroom and in the game…
Descriptors: Video Games, Game Based Learning, 21st Century Skills, Skill Development
Bylsma, Megan – Papers on Postsecondary Learning and Teaching, 2020
Implementing curriculum that includes all students, that celebrates individual learners' needs, that fosters student responsibility, and that teaches skills that transcend discipline-specific outcomes is possible with a pedagogy that embraces immersion learning. Reacting to the Past is a High Impact Practice (H.I.P.) approach that uses elaborate,…
Descriptors: Learner Engagement, Experiential Learning, Role Playing, Game Based Learning
Ríos Félix, José Mario; Zatarain Cabada, Ramón; Barrón Estrada, María Lucía – Education and Information Technologies, 2020
Digital literacy is a need for our current society. In Mexico, digital incursion programs are barely implemented, which represents an educational delay compared to other countries that have faced the need to integrate the teaching of digital skills, in a wide range of educational levels. This paper presents a learning environment of Computational…
Descriptors: Foreign Countries, Elementary School Students, Teaching Methods, Thinking Skills
Kiron, Nafisul; Adaji, Ifeoma; Long, Jeff; Vassileva, Julita – Electronic Journal of e-Learning, 2020
Games are a great source of entertainment and are used by people of all ages; they motivate and engage people and affect their behavior. Therefore, games have been widely studied in many non-game contexts. Education is one of those areas where gamified, and game-based learning strategies have been implemented and explored. To engage and motivate…
Descriptors: Learner Engagement, Games, Peer Teaching, Active Learning
Normand, Matthew P.; Burji, Carla – Journal of Applied Behavior Analysis, 2020
The Step it UP! Game is an interdependent group reinforcement contingency based on the Good Behavior Game. We evaluated the effects of the Step it UP! Game on the number of steps taken by 3rd-grade students during physical-education (PE) classes at a local public elementary school. We divided the class into 2 teams and awarded a "Step it UP!…
Descriptors: Physical Education, Games, Game Based Learning, Physical Activity Level
Feng, Yan; Audy, Jean-François; Rönnqvist, Mikael; D'Amours, Sophie – INFORMS Transactions on Education, 2020
This article presents an educational game to engage university and industrial stakeholders in collaborative training for supply chain management courses. The game will help students learn complex supply chain management issues. There are two integrated parts: a case ethod through an industrial case and an activity-based game featuring role plays…
Descriptors: Educational Games, Television, Supply and Demand, College Students
Montoro, Miriam Agreda; Ortiz Colón, Ana Mª; Rodríguez Moreno, Javier – International Association for Development of the Information Society, 2020
This work presents an educational innovation performed during the academic year 2018/2019, consisting in some escape room activities with the students of the Social Education and the Infant Education degrees from the University of Jaén. This kind of activity have maintained, for many years, certain popularity within the educational field,…
Descriptors: Technological Literacy, Game Based Learning, Cooperative Learning, Problem Solving
El Naggar, Bassant; Berkling, Kay – Research-publishing.net, 2020
Playing games on mobile devices has become an integral part of younger generations' lives. Mobile games foster, among other things, deep concentration. This paper reports on design guidelines derived from observations of six elementary school pupils' engagement over a six-week period during an after-school reading club program. Each meeting…
Descriptors: Game Based Learning, Design, Reading Instruction, Elementary School Students
Zamzami Zainuddin – Asia Pacific Education Review, 2024
Increasing student engagement and improving learning outcomes are ongoing issues in higher education worldwide. These issues were particularly pertinent during the COVID-19 pandemic when remote learning was selected as the primary instructional learning setting. This study aims to assess the impact of gamification-based quiz instruction in driving…
Descriptors: Game Based Learning, Distance Education, Videoconferencing, Outcomes of Education
Nurul Huda Ramadhan; Wirawan Fadly; Nurzatulshima Kamarudin; Witsanu Suttiwan – Journal of Science Learning, 2024
In both private and public education, several institutions may use game-based explanations. However, it does not rule out the possibility that most educational institutions use text-based explanations, which makes students tend to get bored because they only have to read and listen, so another alternative is needed: game-based explanations that…
Descriptors: Foreign Countries, Secondary School Students, Grade 7, Science Instruction
Ibrahim Yasar Kazu; Murat Kuvvetli – Asian Journal of Education and Training, 2024
The purpose of this research is to evaluate the effectiveness of Duolingo's game-based methodology in improving speaking proficiency within mobile language learning, while also examining the specific attributes and strategies contributing to its success and exploring implications for language education and learner optimization. Given the growing…
Descriptors: Handheld Devices, Second Language Learning, Computer Oriented Programs, Language Fluency

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