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Bouck, Emily C.; Long, Holly – Exceptionality, 2022
Mathematical fluency supports maintenance of mathematical skills (Shurr et al., 2019). Multiple interventions support fluency, including the use of games. However, limited research exists exploring games as a means of increasing student fluency in mathematics. In this single case design study, researchers examined the relation between four…
Descriptors: Mathematics Instruction, Mathematics Skills, Game Based Learning, Elementary School Students
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Dell'Aquila, Elena; Vallone, Federica; Zurlo, Maria Clelia; Marocco, Davide – Education Sciences, 2022
This study focuses on the behavior of interactive agents and how to ground their implementation in psychology and cognitive modeling to capture fundamental psycho-pedagogical elements to deliver an effective competency-based training and assessment tool for teachers, trainers, and educators working in the school context. The study describes the…
Descriptors: Computer Assisted Instruction, Soft Skills, Educational Technology, Role Playing
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Allison S. Liu; Kirk Vanacore; Erin Ottmar – Grantee Submission, 2022
Feedback in educational technologies can teach and engage students in math, but questions remain on how to present failure feedback that supports positive learning behaviors. We explore how error- and reward-based feedback influenced students' choices to replay completed problems in "From Here to There!," a math game-based educational…
Descriptors: Educational Technology, Technology Uses in Education, Feedback (Response), Failure
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Yan, Jin; Jones, Brad; Smith, Jordan J.; Morgan, Philip; Eather, Narelle – Journal of Teaching in Physical Education, 2023
Purpose: To evaluate the effectiveness of game-based approaches on game performance, fundamental movement skills, health-related indicators, and physical activity outcomes among children (5-12 years) when delivered in the primary physical education school setting. Method: A systematic search of six electronic databases without date limitation was…
Descriptors: Game Based Learning, Physical Education, Teaching Methods, Elementary School Students
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Peterson, Mark – Computer Assisted Language Learning, 2023
This paper reviews the literature on the use of digital simulation games in computer-assisted language learning (CALL). The discussion explores research approaches, contexts, methodologies, findings, trends and issues in peer-reviewed research that has investigated the use of this type of digital game over the period 2005 to 2020. Results showed…
Descriptors: Computer Assisted Instruction, Teaching Methods, Second Language Learning, Second Language Instruction
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Taguchi, Naoko – Language Learning & Technology, 2023
Using the single-group pre-posttest design, this exploratory study examined whether L2 learners of English can learn a speech act by experiencing perlocutionary effects of the act as feedback (observing their interlocutor's reactions to their choice of speech act expressions). Sixty undergraduate English learners at a university in China played a…
Descriptors: Game Based Learning, Teaching Methods, Pragmatics, Second Language Learning
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Nurnberger-Haag, Julie; Wernet, Jamie L.; Benjamin, Judy I. – International Journal of Education in Mathematics, Science and Technology, 2023
Games are often used to foster student engagement and motivation to learn content, such as mathematics. Although digital games dominate game-based learning research, the table games commonly used in classrooms warrant investigation. Especially for mathematics learning, prior research has not taken into account content-specific frameworks. Integer…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Learner Engagement
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Porat, Erez; Shamir-Inbal, Tamar; Blau, Ina – Journal of Computer Assisted Learning, 2023
Introduction: Virtual worlds (VWs) are immersive three-dimensional environments, accessible simultaneously to multiple users, and described as shared, simulated spaces, whose inhabitants represented as avatars. VWs enable freedom of expression. Using VWs in educational contexts requires a shift from teacher-centered instruction to facilitation of…
Descriptors: Teaching Methods, Computer Simulation, Elementary Secondary Education, Student Attitudes
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Cebulski, Adam R. – New Directions for Student Leadership, 2017
This chapter introduces gamification and a model for utilizing game design elements for leadership competency development.
Descriptors: Leadership Training, Design, Game Based Learning, Models
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Beatriz P. Rubio-López – PROFILE: Issues in Teachers' Professional Development, 2024
This paper focuses on integrating multimodal communication into the English-as-a-foreign-language classroom to enhance the development of students' multimodal communicative competence, multiliteracies, and 21st-century skills. To do so, I compiled a corpus of authentic materials from Lady Whistledown's Society Papers in Julia Quinn's novel…
Descriptors: Multiple Literacies, Second Language Learning, Second Language Instruction, English (Second Language)
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Chin-Huang Daniel Liao; Wen-Chi Vivian Wu; Venny Gunawan; Tin-Chang Chang – Asia-Pacific Education Researcher, 2024
This comparative study aimed to investigate the effects of an Augmented-Reality Game-Based Learning application, "StemUp," on the English learning performance and motivation of distinct rural and urban groups of young EFL (English as a Foreign Language) learners. Multiple sources of data collection were employed, including pre- and…
Descriptors: Game Based Learning, Physical Environment, Simulated Environment, Synthesis
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Rita Rodrigues; João Ferreira-Santos; Julia Draghi; Margarida M. Marques; Lúcia Pombo – International Association for Development of the Information Society, 2024
To drive effective change towards sustainable development, several courses of action have been devised, and education was pointed as a way to attain this goal. Recognizing the impact of learning in context, it is essential to develop innovative educational proposals that bring schools into other social contexts. This study aims to present, albeit…
Descriptors: Sustainable Development, Student Attitudes, Handheld Devices, Telecommunications
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Toshiyuki Hasumi; Mei-Shiu Chiu – Cogent Education, 2024
As technology use has become the norm in education, this bibliometric analysis of technology-enhanced language learning (TELL) aims to reveal its current state-of-the-art and emerging trends. Analysis of 1,816 publications (1,745 articles and 71 reviews) from Web of Science demonstrated growing interests in the field and core publications in the…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Computer Assisted Instruction
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Gloria Mittmann; Adam Barnard; Sonja Zehetmayer; Simon Wimmer; Vanessa Zehetner; Sylvia Doerfler; Kate Woodcock; Beate Schrank – International Journal of Game-Based Learning, 2024
Early adolescence is a major time for friendship development, and interpersonal emotion regulation (iER) is a vital skill for social interactions. Serious games are an exciting way to engage young people with psychoeducational content. The authors developed a serious game teaching iER strategies to early adolescents in an interdisciplinary and…
Descriptors: Foreign Countries, Middle School Students, Educational Games, Computer Games
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Yanjun Pan; Elizabeth L. Adams; Leanne R. Ketterlin-Geller; Eric C. Larson; Corey Clark – Educational Technology Research and Development, 2024
Computational thinking is acknowledged as an essential competency for everyone to learn. However, teachers find it challenging to implement the existing learning approaches in K-12 settings because the existing approaches often focus on teaching computing concepts and skills (i.e., programming skills) rather than on helping students develop their…
Descriptors: Middle School Students, Game Based Learning, Mathematics Education, Computation
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