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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
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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
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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
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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
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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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Amarpreet Singh Gill; Derek Irwin; Pinzhuang Long; Linjing Sun; Dave Towey; Wanling Yu; Yanhui Zhang; Yaxin Zheng – Interactive Technology and Smart Education, 2025
Purpose: This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and manufacture programs at a Sino-foreign international university. The authors use an augmented reality game application within a class on Design for Manufacturing and…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Student Motivation
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Adeva Jane Esparrago-Kalidas; Anito Ramas Librando; Noreen Ashley P. Cabonialda; Mary Heart Maestre; Abdul Hapidz Lo-ang Natal; Christina Sophia Bacud Cabello – International Journal of Research in Education and Science, 2025
English grammar proficiency is essential for all teachers, especially English teachers, to be able to effectively deliver lessons. Yet, many still struggle with constructing grammatically correct sentences. Thus, this action-research investigated the effectiveness of a gamified approach, the Language Ladder Quest, in improving grammar proficiency…
Descriptors: Grammar, Majors (Students), Language Tests, Action Research
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Rafael Molina Carmona, Editor; Carlos J. Villagrá Arnedo, Editor; Patricia Compañ Rosique, Editor; Francisco García Peñalvo, Editor; Alicia García-Holgado, Editor – Lecture Notes in Educational Technology, 2025
This volume comprises of the proceedings of The Twelfth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM). It reflects outstanding advances, with a multidisciplinary perspective, in the technological ecosystems that support Knowledge Society building and development. This book covers broad-scope research…
Descriptors: Cultural Pluralism, Technology Uses in Education, Gamification, Educational Games
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Chu, Hui-Chun; Chen, Jun-Ming; Kuo, Fan-Ray; Yang, Shu-Min – Educational Technology & Society, 2021
Although game-based learning strategies have been used in mathematics education for a period of time, the potential for enhancing students' learning achievement and math self-efficacy is still being explored. Students need to face complex mathematics concepts and calculations in mathematics courses. Even though using games to learn mathematics may…
Descriptors: Game Based Learning, Remedial Instruction, Mathematics Achievement, Individualized Instruction
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Hernández-Chérrez, Elsa; Hidalgo-Camacho, Cynthia; Escobar-Llanganate, Paulina – International Journal of Instruction, 2021
The current work was based on a project that aimed to enhance the English-speaking skill development in tenth graders of a public high school in Ambato, a city of the Andean Region of Ecuador. The population involved 145 students who were surveyed to detect their impression about the use of Communication Games in the English as a Foreign Language…
Descriptors: Game Based Learning, Speech Skills, English (Second Language), Second Language Learning
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Goldey, Katherine L.; Espinosa, Angel – Teaching of Psychology, 2021
Background: Many instructors use trivia-style review games to encourage self-testing, increase student engagement, and promote collaboration. However, most published examples of review games include trivia questions only, rather than activities that incorporate kinesthetic learning. Objective: We evaluate a review activity modeled after the game…
Descriptors: Psychology, Introductory Courses, Undergraduate Students, Student Attitudes
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Barber, Connie S. – Journal of Information Systems Education, 2021
The idea that games impact learning is not new to pedagogy. Within the last decade, there has been an increased use of games for higher education, social engagement, marketing, and business training. When used within a higher education setting, a gamification system does not operate within a vacuum, but rather is imbued with and embedded in the…
Descriptors: Student Centered Learning, Game Based Learning, Educational Theories, College Students
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Genç Ersoy, Berrin; Belet Boyaci, S. Dilek – International Technology and Education Journal, 2021
This study aims to scrutinize the effects of gamified Turkish vocabulary teaching on vocabulary development, and motivation on learning words. A nested mixed-method experimental design (gamification-based vocabulary learning for the experimental group instructor-led vocabulary learning for the control group) and was conducted with 34 fourth-grade…
Descriptors: Game Based Learning, Learning Activities, Instructional Effectiveness, Vocabulary Development
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Ha, Jesse; Pérez Cortés, Luis E.; Su, Man; Nelson, Brian C.; Bowman, Catherine; Bowman, Judd D. – International Journal of Computer-Supported Collaborative Learning, 2021
Mobile devices and apps have become a standard for the museum experience. Many studies have begun to explore the impact mobile apps may have on user experience and informal learning. However, there has been relatively little research on how visitor groups interact collaboratively while using these devices in computer-supported collaborative…
Descriptors: Computer Software, Museums, Telecommunications, Handheld Devices
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Mauntel, Matthew; Levine, Benjamin; Plaxco, David; Zandieh, Michelle – Digital Experiences in Mathematics Education, 2021
We present results of a grounded analysis of individual interviews in which students play Vector Unknown -- a digital game designed to introduce visualizing vectors, scaling vectors, vector addition, and vector equations, attending to the geometric and algebraic representations of vectors. The game was designed to be used at the beginning of a…
Descriptors: Mathematics Education, Mathematics Activities, Educational Games, Computer Games
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