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Fajri, Faridiah Aghadiati; Haribowo P., R. Y. Kun; Amalia, Nurisqi; Natasari, Dina – International Journal of Evaluation and Research in Education, 2021
The digital world demands graduates who are accustomed to deal with technology. Blended learning is one of the strategies by combining online media with face-to-face classes. It cannot be denied that students who interact with technology experience stress and tension. This condition have an impact on the learning process so that a way out is…
Descriptors: Game Based Learning, Electronic Learning, Stress Variables, Stress Management
Sun, Liping; Chen, Xiaojun; Ruokamo, Heli – International Journal of Technology in Teaching and Learning, 2021
In primary education, digital games give students the opportunity to explore and participate in digital learning environments. Several researchers have found that digital game-based learning in primary education has many benefits. However, studies have also identified certain problems related to the use digital games in learning. This paper…
Descriptors: Video Games, Game Based Learning, Learning Activities, Elementary School Students
Ong, Jonathan Sing Huat; Mohan, Prasanth Rajan; Han, Jia Yi; Chew, Jia Ying; Fung, Fun Man – Journal of Chemical Education, 2021
In light of the COVID-19 pandemic, the transition from traditional face-to-face lectures to online learning, as well as the adoption of technology-enabled active learning in the classroom, has been accelerated. Here, we introduce the use of Telegram as a technological tool to support remote learning by helping students identify gaps in their…
Descriptors: Computer Assisted Testing, Computer Mediated Communication, Chemistry, COVID-19
Reddy, Pritika; Chaudhary, Kaylash; Sharma, Bibhya; Chand, Darren – Education and Information Technologies, 2021
In the digital age, advocating and improving digital literacy is a global challenge. There have been scales developed to measure individuals' digital literacy competencies; however, intervention programs have been only a few. This research paper articulates design details, validity, reliability and effectiveness of a new online modulated digital…
Descriptors: Game Based Learning, Intervention, Technological Literacy, Pacific Islanders
Gaudreau, Caroline; Bustamante, Andres S.; Hirsh-Pasek, Kathy; Golinkoff, Roberta Michnick – Mind, Brain, and Education, 2021
"Parkopolis," the life-sized board game, was designed to promote conversation and science, technology, engineering, and mathematics (STEM) learning. We investigated whether this exhibit also prompted questioning. Caregivers' and children's STEM-related question-asking was compared between Parkopolis (i.e., experimental group) and a…
Descriptors: Games, Game Based Learning, Questioning Techniques, Child Caregivers
Sharpe, Ashlyn N.; Joslyn, P. Raymond – Education and Treatment of Children, 2021
The Good Behavior Game (GBG) and a common variation referred to as the Caught Being Good Game (CBGG) are two well-established group contingency classroom management procedures. However, there have been few comparison studies of the two procedures, and none have been conducted with students older than kindergarten or those who engage in severe…
Descriptors: Student Behavior, Measures (Individuals), Prosocial Behavior, Game Based Learning
Whyte, Christopher – Journal of Political Science Education, 2021
This essay outlines a set of mini-games designed to more effectively allow political science instructors, particularly in International Relations, teach basic principles and concepts associated with digital insecurity and cyber conflict. This topic, increasingly significant in IR syllabi in recent years, is in many cases considered with…
Descriptors: Game Based Learning, Political Science, Information Security, Active Learning
Jeon, Min-Jae; Jeon, Hye-Seon; Yi, Chung-Hwi; Kwon, Oh-Yun; You, Sung-Hyun; Park, Joo-Hee – Research Quarterly for Exercise and Sport, 2021
Purpose: To compare the effectiveness of blocked and random practice schedules of balance training in dynamic balance abilities of older adults using Wii Fit balance game tasks. Method: Forty-one participants who were not receiving hospice care or living in a nursing home participated. Three Wii Fit balance tasks (tasks A, B, and C) were selected…
Descriptors: Video Games, Psychomotor Skills, Older Adults, Program Effectiveness
Ray Breed; Riki Lindsay; Aden Kittel; Michael Spittle – Review of Educational Research, 2025
Effective teaching pedagogies and curriculum frameworks in school physical education have been regularly changing and widely debated. However, teachers have predominately used technical and sport-based approaches, but tactical game-centered approaches (TGAs) are becoming more common when teaching games in physical education. This review…
Descriptors: Physical Education, Teaching Methods, Outcomes of Education, Comparative Analysis
Xiaoli Huang; Wei Xu; Ruijia Liu – International Journal of Distance Education Technologies, 2025
This article presents a meta-analysis of the existing literature using Stata 18.0, focusing on the effects of ITSs on learning attitudes, knowledge acquisition, learner motivation, performance, problem-solving skills, test scores, and educational outcomes across different countries and educational levels (k = 30, g = 0.86). The findings suggest…
Descriptors: Intelligent Tutoring Systems, Outcomes of Education, Learning Motivation, Student Attitudes
Matilda Ståhl; Katri Hansell; Sandra Bäck; Mattias Wingren – International Journal of Game-Based Learning, 2025
Playing video games engages children and youth and offers a potential for learning in general and situated language learning in particular. The aim of this paper is to explore the situated conditions and affordances for facilitating in-game interaction, as well as to discuss the language learning potential and educational implications of these…
Descriptors: Video Games, Cooperative Learning, Interaction, Children
Ai-Jou Pan; Yea-Tzu Yuan; Pao-Nan Chou – SAGE Open, 2025
In the current technology-driven era, digital game-based learning (DGBL) has emerged as a practical approach for enhancing mathematics achievement among young students. It is believed that digital drill-and-practice educational games can replace traditional pen-and-paper drills in mathematics education and have a better influence on incorporating…
Descriptors: Mathematics Education, Mathematics Instruction, Educational Games, Game Based Learning
Keng-Chih Hsu; Gi-Zen Liu – Journal of Computer Assisted Learning, 2025
Background: Augmented reality (AR) emerges as a technology with considerable promise and substantial potential for pedagogical integration within language education contexts. However, there remains a scarcity of review studies exploring the best practices and principles for oral communication facilitation based on robust theoretical models or…
Descriptors: Computer Simulation, Computer Assisted Design, Verbal Communication, Language Acquisition
Ali Soyoof; Barry Lee Reynolds; Kan Kan Chan; Wen-Ta Tseng; Kate McLay – Computer Assisted Language Learning, 2025
Research has shown that massively multiplayer online role-playing games (MMORPGs) have the potential to offer language learning opportunities. However, there is a dearth of research exploring student attitudes about the potential of these games for language learning. We used the language learning principles framework proposed by Brown and Lee…
Descriptors: Foreign Countries, Computer Games, English (Second Language), Second Language Learning
Serhat Güzel; Cevdet Yilmaz – JALT CALL Journal, 2025
Gamification has been studied in the context of English as a foreign language (EFL) teaching as an intriguing approach, and its impact on language skills and motivational states of learners has been an area of interest; however, further experimental and qualitative accounts on the matter are still required. Additionally, the construct of 'self' as…
Descriptors: Gamification, English (Second Language), Second Language Instruction, Program Effectiveness

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