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Gee, Elisabeth; Gao, Yuchan – Adult Literacy Education, 2022
This article identifies and describes several different approaches to using game-mediated language learning (GML2), drawing in particular on Reinhardt and Sykes' (2012; 2014) framework and related literature. The article concludes with a brief discussion of potential applications to adult literacy and basic education settings and learners.
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Game Based Learning
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De Santo, Alessio; Farah, Juan Carlos; Martinez, Marc Lafuente; Moro, Arielle; Bergram, Kristoffer; Purohit, Aditya Kumar; Felber, Pascal; Gillet, Denis; Holzer, Adrian – IEEE Transactions on Learning Technologies, 2022
Computational thinking (CT) skills are becoming increasingly relevant for future professionals across all domains, beyond computer science (CS). As such, an increasing number of bachelor's and master's programs outside of the CS discipline integrate CT courses within their study program. At the same time, tools such as notebooks and interactive…
Descriptors: Computation, Thinking Skills, Computer Science, Higher Education
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Musyaffi, Ayatulloh Michael; Sulistyowati, Wiwit Apit; Wolor, Christian Wiradendi; Sasmi, Aji Ahmadi – European Journal of Educational Research, 2022
Online learning is an obligation in teaching and learning activities during the Coronavirus disease (COVID-19). Game-based learning is a solution in improving student learning outcomes. This research aims to determine the level of acceptance of gamification in terms of Gamification quality (GQ), instructor characteristic (IC), and technology…
Descriptors: Game Based Learning, Gamification, Sustainability, Usability
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Stephens, Courtney; Recker, Mimi; Lee, Victor R.; Clarke-Midura, Jody – Journal of Technology and Teacher Education, 2022
Elementary school teachers are increasingly being asked to teach computer science (CS)--a subject area with which they often have little familiarity. To address this gap, teacher professional development (PD) is a common approach for helping teachers become familiar with CS content. This paper describes a collaborative PD designed to accompany a…
Descriptors: Elementary School Teachers, Computer Science Education, Faculty Development, Programming
Danielle S. McNamara; Tracy Arner; Reese Butterfuss; Ying Fang; Micah Watanabe; Natalie Newton; Kathryn S. McCarthy; Laura K. Allen; Rod D. Roscoe – Grantee Submission, 2022
The Interactive Strategy Training for Active Reading and Thinking (iSTART) game-based intelligent tutoring system (ITS) was developed with a foundation of comprehension theory and principles of learning science to improve students' comprehension of complex scientific texts. iSTART has been shown to improve reading comprehension for learners from…
Descriptors: Reading Strategies, Reading Instruction, Reading Programs, Reading Comprehension
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Shiying Cai – Journal of Chemical Education, 2022
Chemistry is often seen as an abstract and content-heavy subject. Many students struggle with chemistry because they attempt to memorize the content without understanding the concepts. As a result, students often have misconceptions. COVID-19 has driven teaching and learning online, and an escape room teaching method, which is a way to enhance…
Descriptors: Chemistry, Science Instruction, Educational Technology, Game Based Learning
Dennis Ward – ProQuest LLC, 2022
The purpose of this study was to design, develop, and test the effects of digital game-based learning on undergraduate students' learning motivation, mathematics achievement, and learning retention in a college algebra course. Digital games utilize interactive digital media that offer rules-based challenges and react to the individual's choices.…
Descriptors: Computer Games, Game Based Learning, College Mathematics, Algebra
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Toda, Armando M.; Palomino, Paula T.; Oliveira, Wilk; Rodrigues, Luiz; Klock, Ana C. T.; Gasparini, Isabela; Cristea, Alexandra I.; Isotani, Seiji – Educational Technology & Society, 2019
One of the main goals of gamification in educational settings is to increase student motivation and engagement. To facilitate the design of gamified educational systems, in recent years, studies have proposed various approaches (e.g., methodologies, frameworks and models). One of the main problems, however, is that most of these approaches are…
Descriptors: Educational Games, Game Based Learning, Design, Taxonomy
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Baofu Wang; Longxi Li; Xiaolu Liu – Strategies: A Journal for Physical and Sport Educators, 2025
In recent years, student behavioral issues have become a growing concern. Physical education (PE) provides ample meaningful opportunities to foster personal and social development. Among all the instructional models in PE, Teaching Personal and Social Responsibility (TPSR) stands out as the most suitable model to facilitate the development of…
Descriptors: Student Behavior, Social Emotional Learning, Physical Education, Social Responsibility
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Mochammad Faiz Nur Falah; Muhammad Iqbal Rifqy; Ailsa Tsabita Primrose; Taufiq Satria Mukti – Journal of Research and Advances in Mathematics Education, 2025
Curved Side Spaces (BRSL) in learning need to be presented with learning media to make it easier for students to understand the concept. This research aims to produce learning media based on technology and cultural values. The media in question is (BRUSLE) an Android application that can be accessed via mobile with augmented reality hologram…
Descriptors: Computer Simulation, Synthesis, Physical Environment, Simulated Environment
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Amos Oyelere Sunday; Friday Joseph Agbo; Jarkko Suhonen – Technology, Knowledge and Learning, 2025
The recent popularity of computational thinking (CT) and the desire to apply CT in our daily lives have prompted the need for a successful pedagogical technique for learning CT in K-12 education. The application of co-design pedagogical techniques has the potential to improve students' CT learning through knowledge sharing and the creation of…
Descriptors: Thinking Skills, Computer Science Education, Research Reports, Teaching Methods
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Dhesi Wulan Sari; Deri Herdawan; Fajar Sari Kurniawan; Marselia; Retno Anggoro – Journal of Education and Learning (EduLearn), 2025
Previous studies suggested that game learning method could assist students in improving English proficiency. However, Gen Z students in a semi-military maritime vocational school had a lack of motivation to enrich their maritime English mastery because of their many non-academic activities. The goal of this study was to present polimarlish.id as…
Descriptors: Game Based Learning, Web Sites, Educational Technology, English (Second Language)
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Paula M. Castro; Óscar Fresnedo; Adriana Dapena; Javier Pereira; Francisco J. Vázquez-Araujo – Journal of Service-Learning in Higher Education, 2024
Service-Learning (SL) is a powerful methodology to acquire competences and values in Higher Education. However, there is still no widespread use in Information and Computer Science (ICS) degrees where most of the subjects are focused on the development of theoretical and practical contents purely related to technical competences. In this paper, we…
Descriptors: Service Learning, Undergraduate Students, Bachelors Degrees, Theses
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Catherine Akoth Ongoro; Yong-Yi Fanjiang – IEEE Transactions on Learning Technologies, 2024
This article aims to provide a systematic review of existing research on the use of digital game-based learning (DGBL) technology for foreign language (English) in preschool and elementary schools. Digital game-based technology enables learning to become more interactive and inspirational, thereby enhancing language acquisition. The authors…
Descriptors: Game Based Learning, Elementary School Students, Preschool Education, Creativity
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Ya-Wen Cheng; Yuping Wang; Yu-Jie Cheng; Nian-Shing Chen – Computer Assisted Language Learning, 2024
Existing research has established immense importance in contextual learning for second language development. However, to provide real-life context in the learning of a foreign language is challenging. To help create such a learning environment, our previous research developed an innovative system called the R&T System, utilizing robots (R) and…
Descriptors: Robotics, Internet, Game Based Learning, Children
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