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Verma, Vipin; Craig, Scotty D.; Levy, Roy; Bansal, Ajay; Amresh, Ashish – Journal of Educational Computing Research, 2022
Detection and responding to a player's affect are important for serious games. A method for this purpose was tested within Chem-o-crypt, a game that teaches chemical equation balancing. The game automatically detects boredom, flow, and frustration using the Affdex SDK from Affectiva. The sensed affective state is then used to adapt the game play…
Descriptors: Psychological Patterns, Game Based Learning, Media Adaptation, Learner Engagement
What to Do and What to Avoid on the Use of Gamified Intelligent Tutor System for Low-Income Students
Joaquim, Sivaldo; Bittencourt, Ig Ibert; de Amorim Silva, Rafael; Espinheira, Patrícia Leone; Reis, Marcelo – Education and Information Technologies, 2022
Educational indicators have revealed that a significant portion of Brazilian Basic Education students have a less than satisfactory skill level in reading and solving Mathematics problems. Despite several proven benefits, adaptive learning technologies are scarcely used with low-income students in public schools' due unavailable resources and lack…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Teaching Methods
Nor, Baseran; Djatmika, Ery Tri; Widjaja, Sri Umi Mintarti; Wahyono, Hari – International Journal of Instruction, 2022
Moral degradation is due to the lack of government attention in planning and supervising the learning process in education. This study aims to establish an economic learning model focused on Pancasila values in the Economic Education study program, Teacher Training and Education Faculty of Universitas Lambung Mangkurat, Banjarmasin. The research…
Descriptors: Foreign Countries, Economics Education, Moral Values, Game Based Learning
Andersson, Shawn – JALT CALL Journal, 2022
Digital game-based language learning (DGBLL) is a field that promotes language learning by combining game entertainment and mechanics inducive to learning. Researchers have proposed evidence of various language-learning benefits, yet downsides persist, such as negative stigmas, a lack of participation of non-gamers, and potential adverse…
Descriptors: Foreign Countries, College Students, English (Second Language), Second Language Learning
Song, Yi; Sparks, Jesse R.; Guzman-Orth, Danielle – Computer Assisted Language Learning, 2022
The goal of this project was to design a scaffolded learning activity that develops English learners' (ELs) argumentation skills. In this study, we investigated how middle school ELs interacted with a game-enhanced scenario-based assessment of argumentation skills (named "Seaball"). The target skills included identifying and classifying…
Descriptors: English Language Learners, Persuasive Discourse, Skill Development, Middle School Students
Nkadimeng, Mahlatse; Ankiewicz, Piet – Journal of Science Education and Technology, 2022
Video games are a medium most students are familiar with; thus, they can be used as educational tools to meet the needs of twenty-first-century students. Given the popularity of video games with teenagers, they can be incorporated as educational tools in the science classroom. However, the affordances of using Minecraft Education (Minecraft…
Descriptors: Video Games, Game Based Learning, Junior High School Students, Science Instruction
Ali, Lubna; Phung, Quang; Roepke, Rene; Schroeder, Ulrik – International Association for Development of the Information Society, 2022
Making education available to everyone is about opening new doors to the future world where people are living with their full abilities and potentials. This vision was acknowledged by UNESCO and it was one of the main motives for introducing Open Educational Resources (OER) in 2002. Over the last two decades, OER have made a positive impact on…
Descriptors: Open Educational Resources, Game Based Learning, Computer Games, Technology Uses in Education
Esterhuizen, Joshua; Drevin, Günther; Snyman, Dirk; Drevin, Lynette – International Association for Development of the Information Society, 2022
Education is shifting towards a more technology focused mode of delivery, or at least combining technology use with standard methods. A potential effect of this could be the introduction and use of games in classrooms. This study looks at the possibility of adapting various domains of knowledge into digital games referred to as serious games. The…
Descriptors: Gamification, Educational Games, Game Based Learning, Technology Uses in Education
Norum, Reilly; Lee, Ji-Eun; Ottmar, Erin – Grantee Submission, 2022
This preliminary study examined whether distinct student profiles (N = 760) emerged based on their behavioral patterns in an online algebraic learning game. We applied k-means clustering analysis to clickstream data collected in the game and then examined how students' behavioral patterns varied across the clusters using data visualization. The…
Descriptors: Computer Games, Game Based Learning, Student Characteristics, Visual Aids
Yong Zeng; John E. McEneaney – Journal of Research Initiatives, 2022
This text presents an argument that competition, as a pedagogical design element, facilitates students' learning motivation in digital game-based learning environments (DGBLEs). Since competition has long been regarded as an adverse pedagogical element for fostering students' learning motivation, a considerable proportion of educators and…
Descriptors: Students, Game Based Learning, Computer Games, Educational Games
Deepti Bora; Priyanka Patel; Maria Psyridou; Jenni Ruotsalainen; Ulla Richardson; Minna Torppa – Reading and Writing: An Interdisciplinary Journal, 2025
Foundational literacy is a key lever for achieving higher levels of learning and societal wellbeing. However, with an enrolment of over 250 million children in schools, India is currently challenged by learning deprivation. Growing uptake of English-medium education along with less-than-optimal English literacy instruction practices present an…
Descriptors: Foreign Countries, Elementary School Students, Grade 2, Second Language Learning
Kittichai Nilubol; Pragasit Sitthitikul – LEARN Journal: Language Education and Acquisition Research Network, 2025
This study investigates the effects of a Gamified Learning Model (GLM) on the writing skills and metacognitive awareness of Thai EFL university students within a blended learning environment. Employing a quasi-experimental one-group pretest-posttest design alongside a Concurrent Embedded mixed-methods approach, the research scrutinizes the…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Game Based Learning
Beatriz Chaves-Yuste; Cristina de-la-Peña – TESOL Journal, 2025
Technology, constantly present in current society and education, needs to make use of the most effective digital resources to optimize the teaching-learning process. Despite the growing body of literature on the pedagogical effectiveness of digital resources in a second language (L2) context, limited research has been conducted when working with…
Descriptors: English for Special Purposes, Second Language Instruction, Second Language Learning, Tourism
Annalisa Raffone – Language Teaching Research, 2025
In today's society, marked by the spread of Covid-19 that forced the shift from a traditional face-to-face to a fully online setting, digital tools are becoming more and more essential to engage 21st Century students in their classroom activities. In the context of ELT (English Language Teaching), Digital Game-Based Language Learning (DGBLL) has…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, Second Language Instruction
Laura Creighton; Gary Mitchell; Conor Hamilton; Stephanie Craig; Patrick Stark; Nuala McLaughlin-Borlace; Christine Slade; Christine Brown Wilson – International Journal for Educational Integrity, 2025
Academic integrity constitutes a cornerstone of higher education, epitomising values such as honesty, trust, fairness, respect, and responsibility. However, breaches in academic integrity persist among nursing students. Current responses to breaches predominantly adopt reactive and punitive measures, lacking proactive initiatives that cultivate…
Descriptors: Integrity, Ethics, Nursing Students, Professionalism

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