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García-Álvarez, Amanda; Serradell-López, Enric – Research on Education and Media, 2022
This article presents a research work that is aimed at developing a gamified system and a questionnaire to analyse, in a subsequent phase, how the motivation of university students of Spanish as a second language changes in a gamification context. The article is part of the data-collection phase for a doctoral thesis. Here, we discuss the…
Descriptors: Spanish, Second Language Learning, Second Language Instruction, Learning Motivation
Ugur-Erdogmus, Feray; Çakir, Recep – Journal of Educational Computing Research, 2022
The purpose of this study was to examine a gamified mobile application's effect on students' achievement, and whether the player types of the students predicted their achievement scores. A "pretest-posttest control group design" research was conducted with 65 undergraduate students taking a compulsory online course. In the study, a…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, History Instruction
Murphy, John; Sweeney, Mary Rose; McGrane, Bronagh – Health Education Journal, 2022
Objective: To examine the impact of a self-determination theory-informed school-based lunchtime games intervention on wellbeing and symptoms of anxiety and depression among adolescent girls in Ireland. Design: Non-randomised controlled intervention design. Method: This self-determination theory-informed intervention consisted of lunchtime games…
Descriptors: Game Based Learning, Well Being, Females, Self Determination
Buchner, Josef; Rüter, Martina; Kerres, Michael – Research and Practice in Technology Enhanced Learning, 2022
In this study, we investigated whether playing an escape room game after explicit instruction (instruction-first group, N = 20) is more effective to learn about copyright and media law than playing the game before explicit instruction (problem-solving-first group, N = 21). This is an important question as escape room games are complex,…
Descriptors: Educational Games, Instructional Effectiveness, Copyrights, Mass Media
Lu, Jinjin – Educational Technology Research and Development, 2022
Social media web 2.0 technologies can be adopted as an inclusive method to assist children in enhancing their quality of education for the Sustainable Development Goals (e.g. SDGs 4 and 17). Social media technologies have been documented as low-cost, synchronous, and convenient methods to assist young children, parents, and early childhood (EC)…
Descriptors: Foreign Countries, Social Media, Web 2.0 Technologies, Sustainable Development
Goundar, Munil Shiva; Kumar, Bimal Aklesh – Education and Information Technologies, 2022
Higher education institutes are continuously exploiting technology to improve the delivery of courses. This paper reviews the use of mobile learning applications in higher education institutes to; i) identify publication trends, ii) types of mobile learning applications used, and iii) categorize the research papers published. The applied method is…
Descriptors: Electronic Learning, Technology Uses in Education, Higher Education, Computer Oriented Programs
Fernandes, Vitor Borsatto; Tavares, Igor Ferreira; Magalhães, Giovana de Aquino; de Oliveira Prado, Danielle Gonçalves; de Oliveira Prado, Isabelle Gonçalves; Vieira, Lucas Augusto – International Society for Technology, Education, and Science, 2022
Brazil is a country that does not invest enough in basic education, thus leaving a gap in the knowledge of young people studying in public schools and jeopardizing their future. One of the main ways to get into college in Brazil is through the National High School Exam (ENEM), a multiple-choice test administered by the National Institute of…
Descriptors: Foreign Countries, College Entrance Examinations, Test Preparation, Test Coaching
Powell, Sarah J.; Somerville, Margaret – Discourse: Studies in the Cultural Politics of Education, 2022
In performing the zombie game, children enact embodied literacies through movement, gesture, and sound, and through incorporating the materiality and the spatiality of the outdoor area. They communicate in many ways, both brutal and subtle, enacting their understandings with each other as well as with other adults. The repeated performance seems…
Descriptors: Preschool Children, Educational Games, Human Body, Motion
Bahari, Akbar – Open Learning, 2022
Adopting the focus on form (FonF) practice model, the effectiveness of game-based collaborative vocabulary learning (GBCVL) was tested as a tool to develop vocabulary size and depth with a focus on dynamicity and nonlinearity of second language (L2) learner motivation. To improve the measures, a mixed-methods approach was used on a sample of 95…
Descriptors: Game Based Learning, Cooperative Learning, Vocabulary Development, Blended Learning
Goopy, Jason – Research Studies in Music Education, 2022
Music can be a powerful activity and resource in a child's ongoing identity construction. Rather than something that people have, musical identities are understood to be something people enact and continually work on. The correlation between musical identities and developing music skills raises serious questions regarding the possibilities and…
Descriptors: Males, Single Sex Schools, Music Education, Self Concept
Chiang, Feng-Kuang; Wang, Shan; Tang, Zhonghua – Education Sciences, 2022
The outbreak of the COVID-19 pandemic has caused increasing concern over health care, part of which involves the role of nutrition. In this study, a nutrition educational board game, featuring quantitative computation, was designed to help students acquire nutrition knowledge and improve dietary behaviors. A group of 22 students in grade 7 of a…
Descriptors: Educational Games, Nutrition Instruction, Foods Instruction, Foreign Countries
Lähdesmäki, Sirkku Anneli; Maunula, Minna – International Journal of Technology in Education and Science, 2022
High quality media education promotes media literacy and ensures citizens' smooth participation and engagement in the digital society. Digital media include powerful communication and interaction platforms that require new literacy skills. This study examines what new literacies can be found in the opinion writings of student teachers in relation…
Descriptors: Foreign Countries, Student Teachers, Media Literacy, Student Attitudes
Yildiz, Emre; Simsek, Ümit – International Journal of Game-Based Learning, 2022
The aim of this study was to compare the effect of educational game (EG), reading-writing-game (RWG), reading-writing-application (RWA), and traditional methods on academic achievement, motivation, anxiety, and retention of their knowledge. On this basis, pretest-posttest control group quasi-experimental design was followed. Thus, the sample of…
Descriptors: Foreign Countries, Grade 7, Secondary School Students, Educational Games
Berner, Valérie-D.; Seitz-Stein, Katja; Segerer, Robin; Oesterlen, Eva; Niklas, Frank – Educational Psychology, 2022
In this quasi-experimental study, we investigated whether basic arithmetic skills and mathematical self-concept of young children can be influenced by feedback during an interactive session in which a game was played. German 5- to 7-year-old children (n = 79) played an adaption of the game House of Numbers six times, either in a specific or an…
Descriptors: Feedback (Response), Self Concept, Teaching Methods, Foreign Countries
Srivastava, Mallika; Sinha, Mudita – International Journal of Education and Development using Information and Communication Technology, 2022
The COVID-19 disease outbreak has resulted in governments around the globe taking action to put in place unparalleled methods for a response. One of the worst hit sectors is education. As campuses across countries started shutting down abruptly, online education was needed quickly and prompted educators to adopt different pedagogies. Marketing…
Descriptors: Game Based Learning, Marketing, Teaching Methods, COVID-19

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