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Black-Rotchin, Sivan; Cardoso, Walcir – Research-publishing.net, 2022
This paper introduces "FineTune," a mobile application currently in development that features a gamified version of High Variability Phonetic Training (HVPT). The aims of this paper are twofold: (1) to outline the theoretical motivation for the app's features, which includes a discussion of HVPT, gamification, and Self-Determination…
Descriptors: Computer Software, Self Determination, Telecommunications, Handheld Devices
Alharthi, Saleh – TESOL International Journal, 2020
Technology use in the classroom to improve student's learning has gained significant attention over the past few years. Technology has metamorphosed from CALL to MALL and the use of gamification. Teachers are more concerned with methodologies that can improve students' motivation and engagement, particularly in EFL classrooms. This mixed method…
Descriptors: Teaching Methods, Second Language Learning, Second Language Instruction, English (Second Language)
López Carrillo, Dolores; Calonge García, Amelia; Rodríguez Laguna, Teresa; Ros Magán, Germán; Lebrón Moreno, José Alberto – Electronic Journal of e-Learning, 2019
Pre-service teachers frequently express negative prejudices towards science and the methodologies traditionally used during their training. Gamification is a booming technology based on combining the psychological aspects, mechanics and dynamics of a game in non-ludic environments. The use of gamification has shown good outcomes in terms of…
Descriptors: Preservice Teachers, Teaching Methods, Instructional Innovation, Educational Games
Chu, Hui-Chun; Wang, Chun-Chieh; Wang, Lin – Educational Technology & Society, 2019
EFL (English as a foreign language) students usually learn by rote when they study English grammar. They usually memorize all the grammar rules mechanically instead of learning grammar in a structured way. Researchers have suggested that students can internalize knowledge via using knowledge construction tools and collaborated learning activities.…
Descriptors: Instructional Effectiveness, Concept Mapping, Cooperative Learning, Game Based Learning
Girmen, Pinar; Kaya, Mehmet Fatih – International Journal of Instruction, 2019
The purpose of this research is to enrich the process of developing the basic language skills of 4th grade students with digital story activities and games based on the Flipped Classroom Model (FCM). This study was conducted with 4th grade students in a Turkish course. It was based on action research. The Turkish courses were prepared according to…
Descriptors: Blended Learning, Turkish, Teaching Methods, Learning Processes
Hoover, Jennifer Lauren – ProQuest LLC, 2019
Some approaches to teaching mathematics have led to decreased student motivation. Gamification is an application of game elements within nongame settings. While gamification may increase motivation in other contexts, its effective use in digital mathematics instruction to motivate elementary students is undetermined. Based on the constructs of…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Game Based Learning
Hsu, Kuang-Chen; Hsu, YuPing; Olesh, Ryan – AERA Online Paper Repository, 2017
This study attempts to gain insight into whether and what types of gamification have the potential to contribute to students' learning performances while also remaining gender equality in science education. Two types of game elements including competition (gamified animation) and cooperation (social gamified animation) were integrated into an…
Descriptors: Educational Games, Educational Technology, Animation, Video Games
Richard, Gabriela T. – Educational Technology, 2017
Games, play, and learning have a long and embedded history that outdates digital games by many years. However, video games, computing, and technology have significant and historically documented diversity issues, which privilege whites and males as content producers, computing and gaming experts, and STEM learners and employees. Many aspects of…
Descriptors: Video Games, Cultural Context, Design Preferences, Equal Education
Whitton, Nicola; Maclure, Maggie – Discourse: Studies in the Cultural Politics of Education, 2017
Increasingly prevalent educational discourses promote the use of video games in schools and universities. At the same time, populist discourses persist, particularly in print media, which condemn video games because of putative negative effects on behaviour and socialisation. These contested discourses, we suggest, influence the acceptability of…
Descriptors: Video Games, Teaching Methods, Educational Games, Technology Uses in Education
Huh, Youn Jung – Contemporary Issues in Early Childhood, 2017
In contrast to studies focusing on digital games as learning tools, this study shows how young children use digital games as a means of facilitating spontaneous play in their everyday lives. This article highlights how 4 three-year-old children's play with digital games revealed their ability to create new forms of play by mixing their digital…
Descriptors: Video Games, Young Children, Teaching Methods, Educational Technology
Jong, Morris Siu Yung; Dong, Anmei; Luk, Eric – Research and Practice in Technology Enhanced Learning, 2017
Serious gaming has been regarded as one of the important student-centric learning approaches in the coming decade. However, there has been a lack of in-depth discussion of the teacher role in the course of serious gaming when it is adopted in formal schooling. The study discussed in this paper is a piece of two-cycle design-based research,…
Descriptors: Game Based Learning, Teacher Role, Teaching Methods, Grade 11
Brown-Turner, Jasmine – ProQuest LLC, 2017
Edutainment refers to curriculum and instruction designed with a clear educational purpose, including multi-faceted virtual learning game design. Tools such as the Jacob's Ladder pre-production design tactic have been developed to ensure that voices of both engineers and educators are heard. However, it is unclear how development team members…
Descriptors: Computer Games, Phenomenology, Computer Software, Computer Simulation
Calfa, Bruno; Banholzer, William; Alger, Monty; Doherty, Michael – Chemical Engineering Education, 2017
This paper describes a web-based suite of simulation games that have the purpose to enhance the chemical engineering curriculum with business-oriented decisions. Two simulation cases are discussed whose teaching topics include closing material and energy balances, importance of recycle streams, price-volume relationship in a dynamic market, impact…
Descriptors: Computer Simulation, Chemical Engineering, Computer Games, Energy
Young, Dannagal G.; Baum, Matthew A.; Prettyman, Duncan – Journal of Political Science Education, 2021
This study presents the results of a quasi-experiment (N = 254) conducted over the course of ten weeks in Spring 2016 to assess the effectiveness of a game platform designed to facilitate political engagement, attention, efficacy, knowledge, and participation among college students. Results indicate positive effects of game play on several key…
Descriptors: Game Based Learning, Citizenship Education, Citizen Participation, Instructional Effectiveness
Narayanan, Sareesh Naduvil; Ahmed, Iffath; Saherawala, Batul; Foud, Fatmaelzahraa; Merghani, Tarig Hakim – Advances in Physiology Education, 2021
Although traditional didactic lecturing is the principal instructional approach used in numerous medical schools, this method has several limitations. Experiential learning approaches place students in the center of the learning process and creates a positive and supportive classroom learning environment. In this article, we propose an active…
Descriptors: Medical Education, Medical Students, Medical Schools, Experiential Learning

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