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Amarpreet Singh Gill; Derek Irwin; Pinzhuang Long; Linjing Sun; Dave Towey; Wanling Yu; Yanhui Zhang; Yaxin Zheng – Interactive Technology and Smart Education, 2025
Purpose: This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and manufacture programs at a Sino-foreign international university. The authors use an augmented reality game application within a class on Design for Manufacturing and…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Student Motivation
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Hans van der Mars; Jacalyn L. Lund; José A. Santiago – Journal of Physical Education, Recreation & Dance, 2025
Part 2 of the article on the proposed alternative PreK-12 physical education Learning Standards introduces examples of specific Content Learning Outcomes (CLOs) under each of the alternative standards introduced in Part 1. In addition, Learning Outcomes are offered that target students' pro-social behavior development, as well as their joy and…
Descriptors: Physical Education, Preschool Education, Elementary Secondary Education, National Standards
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Adriana Soto-Corominas; Marta Segura; Helena Roquet; Noelia Navarro; Yagmur Elif Met – International Journal of Multilingualism, 2025
Research on the effects of bilingualism on third language (L3) development set in bilingual communities is scarce, outdated, and has provided mixed results. This study investigated the effects of exposure and age of onset of acquisition (AOA) of L3-English, as well as first and second language (L1/L2) skills and use, in the development of…
Descriptors: Foreign Countries, Spanish, Romance Languages, Bilingualism
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Jan Houška – Multilingua: Journal of Cross-Cultural and Interlanguage Communication, 2025
The paper applies language management theory to study the interactions of international with local workers (simple management) and language policies (organised management) in 10 Czech video game studios. By longitudinally interviewing foreign game developers from Central-Eastern and Western Europe, as well as North and South America, I identified…
Descriptors: Video Games, Slavic Languages, English (Second Language), Second Language Learning
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Faiaz Rahman; Kathy L. Schuh – Mid-Western Educational Researcher, 2025
The current paper uses data collected from a publicly available, nationally representative data set to examine the effects of TV viewing and video gaming on adolescent behavioral problems and cognitive achievement. Results revealed that extended hours of TV viewing were associated with greater anxiety/depression and antisocial problems. On the…
Descriptors: Television Viewing, Video Games, Adolescents, Behavior Problems
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Adeva Jane Esparrago-Kalidas; Anito Ramas Librando; Noreen Ashley P. Cabonialda; Mary Heart Maestre; Abdul Hapidz Lo-ang Natal; Christina Sophia Bacud Cabello – International Journal of Research in Education and Science, 2025
English grammar proficiency is essential for all teachers, especially English teachers, to be able to effectively deliver lessons. Yet, many still struggle with constructing grammatically correct sentences. Thus, this action-research investigated the effectiveness of a gamified approach, the Language Ladder Quest, in improving grammar proficiency…
Descriptors: Grammar, Majors (Students), Language Tests, Action Research
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Mozelius, Peter – ICTE Journal, 2018
Game-based learning has been a rapidly expanding field in the 21th century, with research reports praising the motivational effects and learning outcomes of games. At the same time there have been doubts on the learning outcomes of even the most seriously designed learning games. The generation that today enrols for university programmes is in…
Descriptors: Educational Games, Game Based Learning, Outcomes of Education, Student Attitudes
Carlsson-Paige, Nancy – Defending the Early Years, 2018
Many parents find it hard to make decisions about screen time for their kids because advice comes from different directions and often conflicts. In the field of child development, there are decades of theory and research that can be very helpful as a guide for screen and digital device use with young kids. These ideas can be a resource for parents…
Descriptors: Young Children, Child Development, Information Technology, Mass Media Use
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Turner, Patrick E.; Johnston, Elizabeth; Kebritchi, Mansureh; Evans, Sally; Heflich, David A. – Cogent Education, 2018
Technological advances have provided educational institutions the capability to explore various online teaching strategies such as digital games in the classroom. Though games can be used to engage various learning styles and behaviors, the platform is mainly practiced at the secondary educational grade level with traditional-aged students. Little…
Descriptors: Computer Games, Influence of Technology, Academic Achievement, Nontraditional Students
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Huang, Wenhao David; Oh, Eunjung Grace – Educational Media International, 2018
The integration of digital game-based learning environment (DGBLE) enhanced by technology in recent years has been hampered by its complexity and difficulty in realistically addressing teachers' instructional needs. The pedagogical gap between what teachers think a DGBLE can deliver and what DGBLE can actually offer remains substantial. To…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Elementary School Teachers
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An, Yunjo – Educational Technology Research and Development, 2018
This study examined the effects of a graduate level, professional development (PD) course on teachers' perceptions, attitudes, self-efficacy, and behavioral intentions regarding the use of digital games in the classrooms, teacher involvement in educational game design, and constructionist gaming. Twenty-one teachers participated in the study. Both…
Descriptors: Faculty Development, Online Courses, Educational Games, Design
Stelck, Luella Mae – ProQuest LLC, 2018
This three-article dissertation presents a perspective of persistence in STEAM learning at the elementary level within the context of a third through fifth-grade elementary school in Northern Idaho. Students at this elementary school were offered extra-curricular opportunities to persist in STEAM learning and while participating in a MakerSpace…
Descriptors: Art Education, STEM Education, Elementary School Students, Children
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Lester, G. Brooke – Teaching Theology & Religion, 2018
Games offer unique possibilities for learning, and text-based interactive fiction ("IF") in particular lends itself as a low barrier to entry for instructors and students wishing to build interactive narrative games. Understanding by Design provides a framework by which to determine the best possible places for instructor- and…
Descriptors: Fiction, Teaching Methods, Religious Education, Interaction
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Zeller, Benjamin E. – Teaching Theology & Religion, 2018
This article considers the "create your own religion" or "fictive religion" assignment as a pedagogical tool, contextualizing it within the scholarship of teaching and learning, and positioning it as a tool for broad adoption in a variety of courses. I argue that we ought to conceptualize the fictive religion assignment as an…
Descriptors: Teaching Methods, Religious Education, Assignments, Educational Games
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Page, Tom; Thorsteinsson, Gisli – Journal on Educational Psychology, 2018
The article is an attempt to discover how useful the existing literature in field of designing children's playful learning products, is for people who wish to create quality toys and games. It sets out from the right of children to play, and the assertion that plays is crucial for the development of children, to the massive size of the global toy…
Descriptors: Design, Play, Toys, Games
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