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Pinelopi Krystalli; Panayiotis Arvanitis – European Journal of Education (EJED), 2024
Digital games and related technologies are increasingly transcending their traditional boundaries, as evidenced by the expanding field of serious and pervasive games. The concept of "gamification" represents the latest phase in this evolution, referring to the integration of game-like elements into nongame contexts to enhance user…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Computer Games
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Tsikinas, Stavros; Xinogalos, Stelios – Education and Information Technologies, 2020
Designing serious games (SGs) for people with intellectual disability (ID) and autism spectrum disorder (ASD), requires proper planning and decision making. In this article, a proposal of a serious games design framework (GDF) that aims to assist designers and special education teachers and professionals develop successful SGs for people with ID…
Descriptors: Autism, Pervasive Developmental Disorders, Intellectual Disability, Games
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Segaran, Kogilathah; Mohamad Ali, Ahmad Zamzuri; Hoe, Tan Wee – E-Learning and Digital Media, 2021
Virtual learning companions, such as avatars, have shown significant potential in assisting learners--particularly in the Digital Game-Based Learning (DGBL) condition. Since there are many avatar design approaches which can be utilized in DGBL, questions arise on which type of these are most preferred by learners. Mainly, in ensuring that the…
Descriptors: Design, Educational Games, Computer Games, Computer Simulation
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Gounaridou, Apostolia; Siamtanidou, Eleni; Dimoulas, Charalampos – Education Sciences, 2021
Computer games are considered a useful tool for educational purposes. Alternative media applications such as serious games combine edification with challenge and entertainment. Thus, learning becomes enjoyable, more comfortable, and more efficient. The paper presents the implementation of an educational computer game regarding traffic behavior…
Descriptors: Traffic Safety, Educational Games, Computer Games, Design
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Nilsen, Malin; Lundin, Mona; Wallerstedt, Cecilia; Pramling, Niklas – Early Years: An International Journal of Research and Development, 2021
The use of apps in preschool has increased considerably during the last few years. Studies have shown that digital technologies are sometimes used to replace analogue artefacts in educational settings. This calls for studies on how the use of apps transforms preschool activities. This study empirically investigates how preschool children play…
Descriptors: Preschool Children, Preschool Education, Computer Oriented Programs, Educational Technology
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Chitiyo, George; Zagumny, Lisa; Davis, Krista M.; Littrell, Michael N.; Akenson, Ashley B.; Besnoy, Kevin; Mathende, Allen M.; Potter, Kinsey – International Journal of Curriculum and Instruction, 2021
The purpose of this study was to investigate the experiences and perceptions of teachers who used chess during instruction for an entire academic year in several school districts within a southern U.S. state. Data for the study were obtained via an electronic survey administered to a sample of 62 teachers in Spring 2018. Results of the study…
Descriptors: Teacher Attitudes, Game Based Learning, Games, Teaching Methods
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Hoffman, Daniel L.; Paek, Seungoh; Zhou, Zhou; Türkay, Selen – Technology, Knowledge and Learning, 2021
This study examined the relationship between elementary students' domain-specific and game-specific motivations in the context of educational videogames. Using a quasi-experimental design, thirty (N = 30) sixth grade students were assigned to two groups based on their level of motivation for the domain of math (higher math motivation vs. lower…
Descriptors: Student Motivation, Mathematics Achievement, Video Games, Elementary School Students
Chung, Gregory K. W. K.; Ruan, Ziyue; Redman, Elizabeth J. K. H. – Grantee Submission, 2021
This study conducted an exploratory study to compare children's performance on a video game-based task to their performance on an analogous hands-on physical task. The game involved a slide and concepts of height and friction. For both formats, the number of rounds it took to beat a level and the number of steps used within each round were…
Descriptors: Task Analysis, Performance, Experiential Learning, Educational Games
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Kurt D. Squire – International Journal of Designs for Learning, 2021
At Play in the Cosmos is a game for University-level Astronomy courses. Designed as a collaboration between the Games + Learning + Society Center, an academic center at the University of Wisconsin-Madison, and Norton & Company, Cosmos is intended to support a "game-first" model of curriculum in which students play the game before…
Descriptors: Astronomy, Game Based Learning, Learning Activities, Design
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Yeh, Yu-chu; Ting, Yu-Shan – British Journal of Educational Psychology, 2023
Background: Creativity is an important ability for problem-solving in both personal life and academic learning. Few creativity studies have investigated the development of children's creativity in disadvantaged rural areas or compared the rural-urban differences through digital game-based creativity learning. Understanding such differences can…
Descriptors: Elementary School Students, Grade 3, Grade 4, Grade 5
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Glass, Graham – Childhood Education, 2022
Pandemic-related lockdowns and school closures took education into the virtual sphere. Hence, educators of all grades had to adapt to the challenges of remote learning by including digital tools in their teaching strategies. The global pandemic added a mandatory digital layer to the task of motivating students. Education technologies (edtech) and…
Descriptors: Recreational Activities, Leisure Time, Program Design, Educational Experience
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Nash, Brady L.; Brady, Randi Beth – Reading Research Quarterly, 2022
English language arts (ELA) teachers and literacy researchers are increasingly attending to the ways that digital technologies may be integrated into the curriculum. Video games, which now feature extensive narrative structures, interactive play systems, and complex multimodal semiotics, offer one avenue through which ELA teachers can expand upon…
Descriptors: Video Games, Secondary Education, Language Arts, English
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Bile, Alessandro – Education and Information Technologies, 2022
In recent years, the technological revolution has changed the way we see reality and interact with it. Inevitably, education and didactic planning have also had to deal with new technologies. Indeed, the presence of digital tools has radically changed people's lives since childhood. Many educational realities have exploited this digital…
Descriptors: Cognitive Ability, Game Based Learning, Computer Games, Computer Science Education
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Brackenbury, Tim; Kopf, Lisa – Perspectives of the ASHA Special Interest Groups, 2022
Purpose: Serious games and gamification are evidence-based forms of game-based learning that facilitate student/client instruction. Serious games are activities that directly incorporate educational content into games; gamification integrates characteristics of games into nongame activities. They both promote learning by increasing students'…
Descriptors: Game Based Learning, Educational Games, Student Motivation, Communication Disorders
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Pehlivan Coskun, Yagmur; Seker, Perihan Tugba – International Journal of Education and Literacy Studies, 2022
In this study, workshop suggestions are offered to improve the speaking skills of secondary school 5th-grade students through web-based games. The qualitative method was used in the study, and the data were obtained by document analysis. The study includes web 2.0 supported activity suggestions planned to support and improve the speaking skills of…
Descriptors: Workshops, Speech Skills, Speech Improvement, Secondary School Students
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