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Dixon, Daniel H. – CALICO Journal, 2022
This study quantitatively measures the variation in language derived from a targeted set of digital game mechanics. Mechanics refer to the design elements of a game that make up the overall gameplay experience, determining player actions and the degree of language interaction. A corpus was compiled by extracting the language files from two popular…
Descriptors: Language Usage, Computer Games, Second Language Learning, Second Language Instruction
Dikkartin Övez, Filiz Tuba; Acar, Irem Gizem – Journal of Educational Technology and Online Learning, 2022
The aim of study to investigate the effects of block-based game development activities carried out on the goal-based scenario approach on the geometry achievement and computational thinking skills of seventh-grade students and to reveal their opinions regarding the process. The study used a one-group pretest-posttest experimental model an…
Descriptors: Programming, Educational Games, Geometry, Thinking Skills
Hayes, Aleshia – International Journal on E-Learning, 2022
This case study analyzes engagement during situated learning students engaged in the Global Game Jam, a three-day game development event. The themes identified as indicators of engagement for thematic analysis during this research were from the National Center for Educational Statistics' (NCES) National Survey of Student Engagement (NSSE). The…
Descriptors: Learner Engagement, Situated Learning, Games, Computer Science Education
Olipas, Cris Norman P.; Dela Cruz, Arnold P. – Online Submission, 2022
The research has been conducted to examine the feasibility of offering a Bachelor of Science in Entertainment and Multimedia Computing, one of the Commission on Higher Education (CHED) priority courses according to [1] and in keeping with the University's mission and vision. In Nueva Ecija, questionnaires were delivered to senior high school…
Descriptors: Bachelors Degrees, Multimedia Instruction, Multimedia Materials, Computer Science Education
Sherry Jean Wright – ProQuest LLC, 2022
The purpose of this qualitative descriptive study is to explore how community college nursing faculty with experience of virtual gaming simulation (VGS) from a community college in north central Texas describe the challenges and benefits of utilizing VGS as a teaching tool to help nursing students progress in the development of clinical judgment…
Descriptors: Computer Simulation, Computer Games, Nursing Students, Clinical Experience
Jenny Yun-Chen Chan; Erin R. Ottmar; Hannah Smith; Avery H. Closser – Grantee Submission, 2022
To efficiently solve mathematical expressions and equations, students need to notice the systemic structure of mathematical expressions (e.g., inverse relation between 3 and 3 in 3 + 5 - 3). We examined how symbols--specifically variables versus numbers--and students' algebraic knowledge impacted seventh graders' problem-solving strategies and use…
Descriptors: Problem Solving, Algebra, Symbols (Mathematics), Knowledge Level
Michael Simonson Ed.; Deborah Seepersaud Ed. – Association for Educational Communications and Technology, 2022
For the forty-fifth time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented online and onsite during the annual AECT Convention. The Proceedings of AECT's Convention are published in two volumes. Volume #1 contains papers dealing…
Descriptors: Educational Technology, Technology Uses in Education, Flipped Classroom, Artificial Intelligence
Candace Walkington; Mitchell J. Nathan; Min Wang; Kelsey Schenck – Grantee Submission, 2022
Theories of grounded and embodied cognition offer a range of accounts of how reasoning and body-based processes are related to each other. To advance theories of grounded and embodied cognition, we explore the "cognitive relevance" of particular body states to associated math concepts. We test competing models of action-cognition…
Descriptors: Thinking Skills, Mathematics Skills, Cognitive Processes, Models
Candace Walkington; Mitchell J. Nathan; Min Wang; Kelsey Schenck – Cognitive Science, 2022
Theories of grounded and embodied cognition offer a range of accounts of how reasoning and body-based processes are related to each other. To advance theories of grounded and embodied cognition, we explore the "cognitive relevance" of particular body states to associated math concepts. We test competing models of action-cognition…
Descriptors: Thinking Skills, Mathematics Skills, Cognitive Processes, Models
Ali Soyoof; Barry Lee Reynolds; Michelle M. Neumann; Boris Vazquez-Calvo – Early Childhood Education Journal, 2025
Previous research has acknowledged that informal digital learning of English (IDLE) between parents and children can play an important role in children's first and second language (L1 and L2) learning. However, most previous parent-child studies have been conducted in Western countries where English is the child's first language. This study aimed…
Descriptors: Mothers, Scaffolding (Teaching Technique), Foreign Countries, Parents as Teachers
Kittichai Nilubol; Pragasit Sitthitikul – LEARN Journal: Language Education and Acquisition Research Network, 2025
This study investigates the effects of a Gamified Learning Model (GLM) on the writing skills and metacognitive awareness of Thai EFL university students within a blended learning environment. Employing a quasi-experimental one-group pretest-posttest design alongside a Concurrent Embedded mixed-methods approach, the research scrutinizes the…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Game Based Learning
Annalisa Raffone – Language Teaching Research, 2025
In today's society, marked by the spread of Covid-19 that forced the shift from a traditional face-to-face to a fully online setting, digital tools are becoming more and more essential to engage 21st Century students in their classroom activities. In the context of ELT (English Language Teaching), Digital Game-Based Language Learning (DGBLL) has…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, Second Language Instruction
Jing Yan; Scott Grant; Hui Huang – Educational Technology & Society, 2025
Many studies have examined the factors that influence second language interaction, such as task type and communication mode, i.e., face-to-face and computer-mediated communication through online mode. However, there is a paucity of research that has investigated the effects of task type on negotiation of meaning (NoM), a specific type of…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Task Analysis
Yiming Liu; Xiao Hu; Jeremy Tzi Dong Ng; Zhengyang Ma; Xiaoyan Lai – Education and Information Technologies, 2025
Collaborative problem solving (CPS) has emerged as a crucial 21st century competence that benefits students' studies, future careers, and general well-being, prevailing across disciplines and learning approaches. Given the complex and dynamic nature of CPS, teacher-facing learning analytics dashboards (LADs) have increasingly been adopted to…
Descriptors: Learning Analytics, Learning Management Systems, Student Evaluation, Cooperation
Laura Creighton; Gary Mitchell; Conor Hamilton; Stephanie Craig; Patrick Stark; Nuala McLaughlin-Borlace; Christine Slade; Christine Brown Wilson – International Journal for Educational Integrity, 2025
Academic integrity constitutes a cornerstone of higher education, epitomising values such as honesty, trust, fairness, respect, and responsibility. However, breaches in academic integrity persist among nursing students. Current responses to breaches predominantly adopt reactive and punitive measures, lacking proactive initiatives that cultivate…
Descriptors: Integrity, Ethics, Nursing Students, Professionalism

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