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Higueras-Rodríguez, Lina; Medina-García, Marta; Molina-Ruiz, Enriqueta – Education Sciences, 2020
In this study we analyzed the primary teaching and training experiences that observe play as a didactic resource to facilitate learning, highlighting fundamental elements and characteristics. A descriptive analysis of the different programs and contents with respect to playful methodology proposed by the Ministry of Education of Andalusian…
Descriptors: Foreign Countries, Teacher Education Programs, Program Effectiveness, Play
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Nguyen, Huy Anh; Hou, Xinying; Stamper, John; McLaren, Bruce M. – International Educational Data Mining Society, 2020
A challenge in digital learning games is assessing students' learning behaviors, which are often intertwined with game behaviors. How do we know whether students have learned enough or needed more practice at the end of their game play? To answer this question, we performed post hoc analyses on a prior study of the game "Decimal Point,"…
Descriptors: Computer Games, Educational Games, Game Based Learning, Instructional Effectiveness
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Dickinson, Paul – Research-publishing.net, 2020
This study explored participation by Japanese university English as a Foreign Language (EFL) learners in Computer Assisted Language Learning/Mobile Assisted Language Learning (CALL/MALL) vocabulary tasks through the lens of Complexity Theory (CT). CT, which studies how complex systems are influenced by changes in interconnected variables…
Descriptors: Student Participation, College Freshmen, Late Adolescents, Computer Assisted Instruction
Chan, Kok Yew Gary; Tan, Swee Liang; Hew, Khe Foon Timothy; Koh, Bernie Grayson; Lim, Li Siong; Yong, Jose C. – Research and Practice in Technology Enhanced Learning, 2017
Game-based constructivist learning has gained considerable attention as educational institutions aim to move from traditional instructional teaching to interactive and collaborative methods. The question is less asked of "whether" games should be used in teaching but rather "how" games should be used to create deep learning in…
Descriptors: Torts, Game Based Learning, Games, Constructivism (Learning)
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Mdlalose, Noluthando; Ramaila, Sam; Ramnarain, Umesh – International Journal of Higher Education, 2022
The development of 21st century competencies and skills in science teaching and learning is a key strategic imperative. Game-based learning platforms can be used to promote pedagogic innovation in various educational settings. Game-based applications such as Kahoot! have been increasingly used in education to facilitate meaningful enactment of…
Descriptors: Science Teachers, Science Instruction, Teacher Education Programs, Teaching Methods
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Orejuela, Jerome G.; Tolin, Marife R.; Soreta, Myla O.; Ocampo, Darrel M. – Online Submission, 2022
The study aimed to determine the effectiveness of gamifying instruction in the English language proficiency of Grade 8 Filipino ESL students in one University in Bicol, Philippines, that offers Junior High School. The quasi-experimental single pretest-posttest design was used in the study. The researcher-made test which underwent series of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
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Salleh, Muhamad Furkan Mat; Rauf, Rose Amnah Abd. Rauf; Saat, Rohaida Mohd; Ismail, Mohamad Hisyam – Asian Journal of University Education, 2022
This qualitative study sought to explore Malaysian novice chemistry teachers' experiences in teaching mixed-ability students during their teaching practicum, focusing on their instructional strategies for dealing with those learners in the class. The researchers employed purposive sampling to select 12 trainee teachers to be involved in…
Descriptors: Foreign Countries, Chemistry, Science Instruction, Science Teachers
Lambert, Richard – Center for Educational Measurement and Evaluation, 2022
Each game within the Ignite by Hatch™ gaming environment belongs to an overall developmental domain and skills-based subdomain and is intended to meet the developmental needs of children at specific skill levels. These skill levels (Beginning, Emerging, Intermediate, Accomplishing, and Proficient+) form an intended developmental pathway. Children…
Descriptors: Formative Evaluation, Child Development, Developmental Stages, Computer Games
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Cynthia Cipriano Bullard – Journal of Interdisciplinary Teacher Leadership, 2016
The terms gamification and game-based learning (GBL) are sometimes used interchangeably, but they are not the same. GBL combines video games with educational concepts that allow students to apply their knowledge in an augmented reality (Cheng, Kuo, Lou & Shih, 2012), while gamification is defined as a process: "using game thinking and…
Descriptors: Gamification, Game Based Learning, Differences, Motivation
Amorim, Americo Nobre Goncalves Ferreira – ProQuest LLC, 2018
The present work reviewed the literature associated with the low levels of student achievement in literacy among early grade students in Brazil, the problem of practice. Under an ecological systems theory perspective, I identified that the usage of assessments, phonological awareness instruction, and quality learning materials could be key factors…
Descriptors: Kindergarten, Computer Games, Emergent Literacy, Foreign Countries
Rose, Shawn – ProQuest LLC, 2018
With the emergence of more narrative-focused video games, this study attempted to better understand how college students construct meaning through these interactive experiences as a means of understanding social and cultural differences and perspectives. This study explored how playing narrative-focused video games may interconnect with college…
Descriptors: Video Games, Situated Learning, Media Literacy, Play
Souribio, Christine N. – Online Submission, 2023
"Gamification is the process of using game thinking and game dynamics to engage audiences and solve problems", Zichermann (2011). The aim of this research is to facilitate the least-learned competencies in the English subject of students of Grade 8 in Tupi National High School for the academic year 2022-2023. With this, the researcher…
Descriptors: Problem Solving, Game Based Learning, High School Students, Language Tests
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Demir, Ümit – International Journal of Computer Science Education in Schools, 2021
During recent years coding education has been an important issue in many countries. Coding education has been an important topic for these countries. One of the reasons why coding education is being discussed by educators and other partners of the schools is that it is seen as a key competence for students, and workers at developing…
Descriptors: Instructional Effectiveness, Programming, Computer Science Education, Special Education
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Akçelik, Derya; Eyüp, Bircan – Education Quarterly Reviews, 2021
The purpose of the research is two-fold: firstly, to determine the effect of vocabulary teaching with intelligence games on the vocabulary knowledge of refugee students studying in primary school and learning Turkish as a second language, and secondly to investigate the opinions of the students about vocabulary teaching with intelligence games.…
Descriptors: Educational Games, Game Based Learning, Vocabulary Development, Knowledge Level
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Liman Kaban, Aysegül; Karadeniz, Sirin – SAGE Open, 2021
The young generation, born into digital technologies and called Millennials or the Y-Generation, are raised in a world where everybody has a computer in their pockets (Hamari et al., 2014), and they are constantly engaged in digital activities. However, research on the impact of digital devices on learners' educational performance and motivation…
Descriptors: Foreign Countries, Elementary School Students, Grade 6, Reading Comprehension
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