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Eltahir, Mohd. Elmagzoub; Alsalhi, Najeh Rajeh; Al-Qatawneh, Sami; AlQudah, Hatem Ahmad; Jaradat, Mazan – Education and Information Technologies, 2021
The objective of this study was to evaluate the impact of game-based learning (GBL) on students' motivation, engagement and academic performance on an Arabic language grammar course at Ajman University. The study was carried out utilizing a case study of quasi-empirical design. The respondents were 107 learners, grouped into two groups: one…
Descriptors: Game Based Learning, Student Motivation, Learner Engagement, Academic Achievement
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Lee, Yen-Mei; Jahnke, Isa; Austin, Linda – Educational Technology Research and Development, 2021
Mobile microlearning platforms have increased over the years. Literature shows that platforms use specific instructions or media, such as videos or multiformat materials (e.g., text, audio, quizzes, hands-on exercises). However, few studies investigate whether or how specific design principles used on these platforms contribute to learning…
Descriptors: Handheld Devices, Learning Activities, Instructional Design, Journalism Education
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Wang, Yi-Hsuan – Journal of Computer Assisted Learning, 2021
The study designed WebQuest activities and explored the learning performance of learners to understand the suitability of using WebQuest in a college programming course. The study modified the processes of WebQuest based on social constructivism and scaffolding learning, and included programming tasks such as debugging practice to encourage…
Descriptors: Learning Activities, Programming, Academic Achievement, Educational Technology
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Andrade, Maureen Snow – Journal of Curriculum and Teaching, 2021
Most work environments today are diverse--gender, age, culture, language, values, ethnicity. Businesses are also increasing their global presence with branches in international locations and daily interactions across countries and cultures, all made easier through technological advances. Business education must be at the forefront in preparing…
Descriptors: Business Administration Education, College Students, Career Readiness, Game Based Learning
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Sosa, Jorge Jhonattan Castellanos; Aguilar, Francy Karina Maldonado – Journal of Research and Advances in Mathematics Education, 2021
This work shows how playing chess creates capacities in the student such as increasing visual memory. This helps to classify information in an orderly manner in the mind and contributes to a better understanding of geometric transformations such as displacements, turns and similarities. This was done with a mixed technique (Quantitative and…
Descriptors: Games, Memory, Visual Perception, Geometric Concepts
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Seely Flint, Amy; Rohloff, Rebecca; Williams, Sarah – English Teaching: Practice and Critique, 2021
Purpose: Young children often enter formal schooling with a range of digital experiences, including using apps on tablets and engaging with interactive educational toys. The convergence and increased accessibility of digital resources has made it more convenient for young children to navigate multiple modes (e.g. words, images, sound and movement)…
Descriptors: Grade 4, Writing (Composition), Elementary School Students, Teaching Methods
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Ha, Cheyeon; Sun, Chen – AERA Online Paper Repository, 2021
This meta-analysis study aims to explore the game-based learning (GBL) effects on students' learning motivation and academic achievement in K-12 science education. Recently GBL has been broadly used for students with low learning motivation because the dynamic learning activities in computer games could provide benefits for K-12 education. We…
Descriptors: Game Based Learning, Learning Motivation, Science Achievement, Elementary Secondary Education
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Chih-Chung Chien; Yen-Ting Ho; Huei-Tse Hou – Journal of Educational Computing Research, 2024
In the post-pandemic era, distance education and training modes without space constraints are gradually becoming a new trend in training. Game-based training combined with situational simulations is a potential approach. This study used a simulation company scenario and a decision-making analysis task of promotion assessment as the game context,…
Descriptors: Decision Making, Vignettes, Interactive Video, Scaffolding (Teaching Technique)
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Alexandra N. Mercado Baez; Tyler-Curtis C. Elliott; Kevin M. Ayres – Journal of Applied Behavior Analysis, 2024
Children should engage in at least 60 min of physical activity daily to develop or maintain healthy habits (Centers for Disease Control and Prevention, 2021a). Previous research suggests that contingent attention is a powerful tool for increasing moderate to vigorous physical activity. In this study, the researchers examined the effects of a group…
Descriptors: Game Based Learning, Physical Activity Level, Physical Activities, Health Promotion
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John L. Nietfeld; Kristin F. Hoffmann – Journal of Computer Assisted Learning, 2024
Background: Goal setting has been established in the literature as a critical component of self-regulated learning and for effective problem-solving. Yet, surprisingly little attention has been focused on goal-directed behaviour in digital game-based learning environments (GBLEs) despite their expanding use in educational contexts. Objectives: The…
Descriptors: Game Based Learning, Educational Environment, Goal Orientation, Electronic Learning
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Ka-Yan Fung; Lik-Hang Lee; Pan Hui; Shenghui Song – IEEE Transactions on Learning Technologies, 2024
The COVID-19 pandemic has suspended physical classes and influenced students from underprivileged groups more seriously due to their poor living conditions and digital disadvantages. To understand the impact of the constrained learning, we conducted a study on game-based learning to examine the effectiveness of computer-aided and autonomous…
Descriptors: COVID-19, Pandemics, School Closing, Disadvantaged Youth
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Yu-Chi Chen; Huei-Tse Hou – Journal of Educational Computing Research, 2024
Technologies like ChatGPT and other AI tools have impacted learning by giving students more chances to ask questions and explore knowledge. The inclusion of Non-Player Characters (NPCs) as scaffolding in game-based situated learning activities can have a positive impact on learning. The application of ChatGPT to role-playing has potential;…
Descriptors: Educational Games, Artificial Intelligence, Natural Language Processing, Scaffolding (Teaching Technique)
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Mauricio E. Reyes; Ricardo Cruz; Ivan Meza – Interactive Learning Environments, 2024
In this work, we study the feeling of membership in undergraduate students who interact with their higher education institution through a virtual environment. We explore the "Centro de Investigaciones en Diseño Industrial" (CIDI) case, in which a virtual environment was built using the Roblox platform to enhance the online experience…
Descriptors: Foreign Countries, Undergraduate Students, Distance Education, Electronic Learning
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Erlina; Dylan P. Williams; Chris Cane; Hairida; Maria Ulfah; Azwa F. Wafiq – Chemistry Education Research and Practice, 2024
The range of abstract concepts encountered when learning chemistry and the inability of students to make connections between the macroscopic, sub-microscopic, and symbolic representations, used in chemistry teaching, are believed to be the main reasons for students' difficulty when learning chemistry. Prediction and determination of molecular…
Descriptors: Foreign Countries, College Freshmen, Chemistry, Science Instruction
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Kirsi Syynimaa; Kirsi Lainema; Timo Lainema – International Journal of Technology in Education, 2024
The application of digital game-based learning (GBL) methods has lately received more attention in higher education (HE). An extensive body of previous investigations has recognised the potential of instructional games to advance the learning of appropriate work life skills. However, there seems to be a lack of understanding in the current…
Descriptors: Foreign Countries, Undergraduate Students, Game Based Learning, Educational Games
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