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Allison S. Liu; Kirk Vanacore; Erin Ottmar – Grantee Submission, 2022
Feedback in educational technologies can teach and engage students in math, but questions remain on how to present failure feedback that supports positive learning behaviors. We explore how error- and reward-based feedback influenced students' choices to replay completed problems in "From Here to There!," a math game-based educational…
Descriptors: Educational Technology, Technology Uses in Education, Feedback (Response), Failure
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Heintzman, Ryan – Review of International Geographical Education, 2020
Students completing an introductory physical geography course used an interactive geovisualizations (iGEO) lab exercise centered around lightning in northern Arizona to investigate atmospheric processes. This iGEO looks and plays like a conventional videogame where the student controls an avatar in a 3D environment. This iGEO was inspired by…
Descriptors: Teaching Methods, Physical Geography, Game Based Learning, Web Based Instruction
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Chen, Fu; Cui, Ying; Chu, Man-Wai – International Journal of Artificial Intelligence in Education, 2020
The purpose of this case study is to demonstrate how to utilize machine learning approaches to analyze student process data for validating and informing digital game-based assessments (DGBAs) with an evidence-centered game design (ECgD). The first analysis was conducted to examine whether students' mastery of the overall skill required by the game…
Descriptors: Game Based Learning, Learning Analytics, Design, Evidence Based Practice
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Chang, Chiung-Sui; Chung, Chih-Hung; Chang, Julio Areck – Educational Technology Research and Development, 2020
Gaming is a part of today's society, especially for younger generations. Therefore, game-based approaches are unsurprisingly used for learning achievement. In this study, a game-based learning courseware was implemented using a problem-based strategy. For this purpose, a game known as 'Programmer Adventure Land' was designed and developed. A group…
Descriptors: Problem Based Learning, Game Based Learning, Computer Science Education, Programming
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Wu, Chih-Hung; Tzeng, Yi-Lin; Huang, Yueh-Min – Educational Technology Research and Development, 2020
This study investigated and compared the effectiveness of both digital game-based learning (DGBL) and static e-learning material for Newton's laws of motion on students' learning attention, affective experiences, cognitive load and academic achievement. Physiological signals and affective techniques were adopted to measure students' learning…
Descriptors: Learning Processes, Game Based Learning, Computer Games, Electronic Learning
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Melander Bowden, Helen; Aarsand, Pål – Learning, Media and Technology, 2020
This study explores situated practices of game design critique in a Swedish 4th grade classroom. The analyses are based on video recordings of peer feedback activities within the context of a project on computational thinking using the software "Scratch." Drawing on ethnomethodology and conversation analysis, the interactional and…
Descriptors: Foreign Countries, Design, Educational Games, Technological Literacy
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Kiraly, Sandor; Balla, Tamas – Acta Didactica Napocensia, 2020
Our online programming language courses have been developed for youngsters who are interested in computer programming. The courses were gamified with some common gamification elements: points, badges, incentives, immediate feedback and leaderboard. The developed Learning Management System (LMS) for our learning portal provides the chance to…
Descriptors: Programming, Computer Science Education, Educational Games, Online Courses
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Moon, Jewoong; Ke, Fengfeng – Journal of Educational Computing Research, 2020
Game-based learning (GBL) has increasingly been used to promote students' learning engagement. Although prior GBL studies have highlighted the significance of learning engagement as a mediator of students' meaningful learning, the existing accounts failed to capture specific evidence of how exactly students' in-game actions in GBL enhance learning…
Descriptors: Educational Games, Game Based Learning, Mathematics Education, Learner Engagement
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Ernst, Heather; Morton, Anna – Australian Mathematics Education Journal, 2020
This article describes several ways to connect probability to other topics within mathematics, over a range of year levels, and across the curriculum. It includes a description of common issues and misconceptions, and practical learning activities to address them.
Descriptors: Probability, Mathematics Instruction, Misconceptions, Relevance (Education)
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Chang, Ching-Yi; Kao, Chien-Huei; Hwang, Gwo-Jen; Lin, Fu-Huang – Educational Technology Research and Development, 2020
The Electrocardiogram (ECG) is one of the important tools for diagnosing myocardial infarction. The ECG training course aims to help nurses establish basic competence in interpreting ECG readings. However, in traditional instruction, learners usually have difficulty memorizing the meanings of different ECG wave forms, which could represent…
Descriptors: Game Based Learning, Nursing Students, Critical Thinking, Training Methods
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Chen, Chih-Hung – Educational Technology Research and Development, 2020
Although a great deal of research has evidenced the effects of proper instructional design on multimedia learning, most has focused on the cognitive aspects of learning, with little concern about the role of affective-motivational states in multimedia learning. In this study, an AR game-based learning method was designed via integrating AR…
Descriptors: Computer Simulation, Computer Games, Game Based Learning, Multimedia Instruction
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Jacques, Lorraine A. – Open Journal for Educational Research, 2020
Problem solving follows a cycle of inquiry where the individual iterates between finding possible paths and exploring their likely effectiveness before selecting one as a possible solution. The cycle is enhanced through proximal processes because the number of paths that can be explored in depth are greater when more people work on the same…
Descriptors: Problem Solving, Game Based Learning, Cooperative Learning, Cognitive Processes
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Yan, Jin; Jones, Brad; Smith, Jordan J.; Morgan, Philip; Eather, Narelle – Journal of Teaching in Physical Education, 2023
Purpose: To evaluate the effectiveness of game-based approaches on game performance, fundamental movement skills, health-related indicators, and physical activity outcomes among children (5-12 years) when delivered in the primary physical education school setting. Method: A systematic search of six electronic databases without date limitation was…
Descriptors: Game Based Learning, Physical Education, Teaching Methods, Elementary School Students
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Peterson, Mark – Computer Assisted Language Learning, 2023
This paper reviews the literature on the use of digital simulation games in computer-assisted language learning (CALL). The discussion explores research approaches, contexts, methodologies, findings, trends and issues in peer-reviewed research that has investigated the use of this type of digital game over the period 2005 to 2020. Results showed…
Descriptors: Computer Assisted Instruction, Teaching Methods, Second Language Learning, Second Language Instruction
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Taguchi, Naoko – Language Learning & Technology, 2023
Using the single-group pre-posttest design, this exploratory study examined whether L2 learners of English can learn a speech act by experiencing perlocutionary effects of the act as feedback (observing their interlocutor's reactions to their choice of speech act expressions). Sixty undergraduate English learners at a university in China played a…
Descriptors: Game Based Learning, Teaching Methods, Pragmatics, Second Language Learning
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