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Richardson, Will – District Administration, 2012
The idea of learning through games isn't necessarily new. In fact, over the past decade, researchers have been espousing the use of games to help both children and adults learn. But it's only been recently that games have begun to make serious inroads into classrooms. As the world becomes more and more driven by mobile apps and tablet…
Descriptors: Games, Attitude Change, Instructional Effectiveness, Educational Environment
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Wu, W-H.; Hsiao, H-C.; Wu, P-L.; Lin, C-H.; Huang, S-H. – Journal of Computer Assisted Learning, 2012
Past studies on the issue of learning-theory foundations in game-based learning stressed the importance of establishing learning-theory foundation and provided an exploratory examination of established learning theories. However, we found research seldom addressed the development of the use or failure to use learning-theory foundations and…
Descriptors: Constructivism (Learning), Educational Technology, Meta Analysis, Learning Theories
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Freiermuth, Mark R. – Innovation in Language Learning and Teaching, 2017
In this project, 10 female Japanese students in the "Advanced Interpersonal Communication" course at a Japanese university used smartphone technology and a downloaded application to search for containers (called caches or geocaches) that had been hidden near the university campus by their instructor. The instructor placed different…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Telecommunications
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de Bree, Elise; van der Ven, Sanne; van der Maas, Han – Language Learning and Development, 2017
According to the Integration of Multiple Patterns hypothesis (IMP; Treiman & Kessler, 2014), the spelling difficulty of a word is affected by the number of cues converging on the correct answer. We tested this hypothesis in children's regular past tense formation in Dutch. Past tenses are formed by adding either-"de"…
Descriptors: Indo European Languages, Cues, Error Patterns, Regression (Statistics)
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Tsai, Chia-Hui; Cheng, Ching-Hsue; Yeh, Duen-Yian; Lin, Shih-Yun – Education and Information Technologies, 2017
This study applied a quasi-experimental design to investigate the influence and predictive power of learner motivation for achievement, employing a mobile game-based English learning approach. A system called the Happy English Learning System, integrating learning material into a game-based context, was constructed and installed on mobile devices…
Descriptors: Learning Motivation, Case Studies, English (Second Language), Second Language Learning
Barr, Matthew – Research in Learning Technology, 2017
In this article, an online student journal is described, and the ways in which student participants value the journal are discussed. "Press Start" is a peer-reviewed international journal of game studies, which aims to publish the best student work related to the academic study of video games. Content analysis of qualitative survey data…
Descriptors: Electronic Publishing, Student Journals, Journal Writing, Periodicals
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Hadjistassou, Stella Kyprou – International Journal of Virtual and Personal Learning Environments, 2017
This article explores the underlying processes involved as two experienced Portuguese as a foreign language instructors, who are novices to 3D technologies, became immersed in the epistemology of teaching in a 3D context. The two instructors undertook a challenging initiative to develop and deliver two sections of oral Portuguese in a 3D…
Descriptors: Portuguese, Second Language Learning, Second Language Instruction, Language Teachers
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Gorp, Karly; Segers, Eliane; Verhoeven, Ludo – Reading Research Quarterly, 2017
The effects of a word identification game aimed at enhancing decoding efficiency in poor readers were tested. Following a pretest-posttest-retention design with a waiting control group, 62 poor-reading Dutch second graders received a five-hour tablet intervention across a period of five weeks. During the intervention, participants practiced…
Descriptors: Decoding (Reading), Word Recognition, Reading Difficulties, Educational Games
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Sun, Jerry Chih-Yuan; Kuo, Cian-Yu; Hou, Huei-Tse; Lin, Yu-Yan – Educational Technology & Society, 2017
The purposes of this study were to provide a game-based anti-phishing lesson to 110 elementary school students in Taiwan, explore their learning behavioral patterns, and investigate the effects of the flow states on their learning behavioral patterns and learning achievement. The study recorded behaviour logs, and applied a pre- and post-test on…
Descriptors: Educational Games, Electronic Learning, Educational Technology, Elementary School Students
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Gafni, Ruti; Achituv, Dafni Biran; Rachmani, Gila Joyce – Journal of Information Technology Education: Research, 2017
Aim/Purpose: This study examines how the use of a Mobile Assisted Language Learning (MALL) application influences the learners' attitudes towards the process of learning, and more specifically in voluntary and mandatory environments. Background: Mobile devices and applications, which have become an integral part of our lives, are used for…
Descriptors: Second Language Instruction, Educational Technology, Technology Uses in Education, Telecommunications
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Khan, Amna; Ahmad, Farzana Hayat; Malik, Muhammad Muddassir – Education and Information Technologies, 2017
This study aimed to identify the impact of a game based learning (GBL) application using computer technologies on student engagement in secondary school science classrooms. The literature reveals that conventional Science teaching techniques (teacher-centered lecture and teaching), which foster rote learning among students, are one of the major…
Descriptors: Secondary School Students, Science Instruction, Instructional Design, Gender Differences
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Lukosch, Heide; Kurapati, Shalini; Groen, Daan; Verbraeck, Alexander – Electronic Journal of e-Learning, 2017
Games have been successfully used in educational settings for many years. Still, it is not known in detail which factors influence the use and effectiveness of educational games. The game environment, its technology, and other game mechanics are factors directly linked to the game itself. The player's experience with the subject of the game and/or…
Descriptors: Gender Differences, Cultural Differences, Cultural Background, Educational Games
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Cattik, Melih; Odluyurt, Serhat – Turkish Online Journal of Educational Technology - TOJET, 2017
The objective of this study was to teach digital gaming skills to children with autism spectrum disorder (ASD) using a SMART board with a graduated guidance teaching method in a small-group instructional format, to determine the participants' levels of learning by observation, and to determine the views of their families on the conducted…
Descriptors: Video Games, Autism, Pervasive Developmental Disorders, Teaching Methods
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Dunbar, Kristina; Ridha, Aala; Cankaya, Ozlem; Jiménez Lira, Carolina; LeFevre, Jo-Anne – Early Education and Development, 2017
Research Findings: Children who speak English are slower to learn the counting sequence between 11 and 20 compared to children who speak Asian languages. In the present research, we examined whether providing children with spatially relevant information during counting would facilitate their acquisition of the counting sequence. Three-year-olds…
Descriptors: Computation, Young Children, English, Spatial Ability
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Fisher, Stephanie; Jenson, Jennifer – Learning, Media and Technology, 2017
This article examines some of the ways in which girls are discursively set up as subordinate in relation to boys and men by and within the digital games industry and culture at large, and how they push back on these imposed subjects positions when engaging in media production (game development) under both regular and inverse conditions. Expanding…
Descriptors: Females, Gender Bias, Social Bias, Males
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