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Li, Ke; Peterson, Mark; Wang, Qiao – International Journal of Game-Based Learning, 2021
This paper reports on a project that draws upon the framework of the community of inquiry to support game-based language learning outside classroom. Case study design was employed to collect and analyze both qualitative and quantitative data, with a view to investigating the participants' language development, participation, and perception. This…
Descriptors: Communities of Practice, Inquiry, Scaffolding (Teaching Technique), Second Language Learning
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Sendra, Anna; Lozano-Monterrubio, Natàlia; Prades-Tena, Jordi; Gonzalo-Iglesia, Juan Luis – International Journal of Game-Based Learning, 2021
This paper introduces the results of applying a gameful approach based on six playful activities as a tool to improve the learning process in higher education. A total of 850 students from different courses of Universitat Rovira i Virgili (Spain) were involved in the study. The strategy was evaluated through a participant observation (active and…
Descriptors: Game Based Learning, Educational Games, Role Playing, Simulation
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Ahmad, Faizan; Ahmed, Zeeshan; Muneeb, Sara – International Journal of Game-Based Learning, 2021
An improvement in cognitive performance through brain games play is implicit yet progressive. It is necessary to explore factors that potentially accelerate this improvement process. Like various other significant yet unexplored aspects, it is equally essential to establish a performative (fusion of accuracy and efficiency) insight about players'…
Descriptors: Game Based Learning, Brain, Cognitive Ability, Cognitive Processes
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Avidov-Ungar, Orit; Hayak, Merav – International Journal of Game-Based Learning, 2021
This is a case study of innovative teaching that examined how 28 elementary school teachers in Israel perceived their implementation of digital game-based learning (DGBL) in their classrooms. The study involved teachers in Israel, who implement DGBL into their classroom teaching. Qualitative analysis of semistructured in-depth interviews with the…
Descriptors: Teacher Attitudes, Elementary School Teachers, Adoption (Ideas), Technology Integration
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Taillandier, Franck; Micolier, Alice; Sauce, Gérard; Chaplain, Myriam – International Journal of Game-Based Learning, 2021
Construction project is a major learning of the civil engineering educational program. However, the related knowledge is difficult to apprehend and assimilate during lectures since it is theoretical and practical work or tutorials on the subject are scarce. To address this issue, the authors developed DOMEGO, a game for teaching construction…
Descriptors: Foreign Countries, Civil Engineering, Construction Management, Educational Games
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Das, Anik; Amin, Sumaiya; Kabir, Muhammad Ashad; Hossain, Sabir; Islam, Mohammad Mainul Mainul – International Journal of Game-Based Learning, 2021
Mobile games can contribute to learning at greater success. In this paper, the authors have developed and evaluated a novel educational game, named FoodCalorie, to learn food calorie intake standard. The game is aimed to learn calorie values of various traditional foods of Bangladesh and the calorie intake standard that varies with age and gender.…
Descriptors: Foods Instruction, Nutrition Instruction, Eating Habits, Health Behavior
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Hamdaoui, Nabila; Idrissi, Mohammed Khalidi; Bennani, Samir – International Journal of Game-Based Learning, 2021
Over the last years there has been a growing interest in the use of educational games as learning tools. Educational games have proven to contribute in enhancing student motivation, increasing their engagement and providing them with personalized and adaptive learning. Learner modeling is a prerequisite when it comes to adaptive learning; it is…
Descriptors: Educational Games, Mathematical Logic, Models, Data Analysis
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Malegiannaki, Irini; Daradoumis, Thanasis; Retalis, Symeon – International Journal of Game-Based Learning, 2021
Serious games are used in the field of cultural heritage as a means to transmit cultural knowledge and enable an experiential contact with cultural content. The authors' aim is to investigate whether a game design exploiting the less used combination of complex storytelling, endogenous cooperation, and competition has the potential to sufficiently…
Descriptors: Story Telling, Educational Games, Game Based Learning, Nonformal Education
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Katemba, Caroline V.; Sinuhaji, Grace V. – International Journal of Game-Based Learning, 2021
The teaching of vocabulary is essential in the world of teaching English as a foreign language (EFL). EFL learners have problems in learning vocabulary. To attract the students' attention, the teachers should have adequate teaching methods. One of the teachers' efforts to engage the students is by applying ESA (engage, study, and activate) through…
Descriptors: Foreign Countries, Second Language Instruction, English (Second Language), Teaching Methods
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Calvo-Ferrer, José Ramón – International Journal of Game-Based Learning, 2021
The frequency of word exposure in teaching materials, along with corrective feedback, has often been identified as a powerful variable in the learning of vocabulary in a foreign language. The effect of the number of times an action is presented as accurate in digital game-based language learning scenarios (i.e., knowledge of correct response [KCR]…
Descriptors: Feedback (Response), Error Correction, Computer Games, Video Games
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Capinding, Andie Tangonan – International Journal of Game-Based Learning, 2021
The study focused on the effect of teams-games-tournament (TGT) on mathematics performance, behavioral engagement, cognitive engagement, and motivation to learn mathematics of Grade 8 students. Experimental and descriptive methods of research were utilized. Findings revealed that there was no significant difference in the pre-test results of the…
Descriptors: Instructional Effectiveness, Mathematics Instruction, Mathematics Achievement, Teaching Methods
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Seifert, Tami; Gez, Yoav – International Journal of Game-Based Learning, 2021
The article describes projects that combined experiential learning and gamification with teachers and pupils in junior high school science classes. The pupils planned and designed projects and critiqued the quality of the final products. A field report study model was employed using principles from the world of play in order to better understand…
Descriptors: Learner Engagement, Game Based Learning, Play, Recess Breaks
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Gutica, Mirela; Petrina, Stephen – International Journal of Game-Based Learning, 2021
Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an…
Descriptors: Educational Games, Mathematics Instruction, Student Attitudes, Grade 6
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Papadopoulos, Ioannis; Tenta, Eirini – International Journal of Game-Based Learning, 2021
Escape room games are a popular recreative activity that recently started gaining popularity as both a means for conducting research studies and a teaching and learning environment. This paper follows a group of 16- to 17-year-old students in an escape room while they encounter logical challenges in order to escape from the room in a limited…
Descriptors: Educational Environment, Game Based Learning, Puzzles, Cooperative Learning
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Alawajee, Omar; Delafield-Butt, Jonathan – International Journal of Game-Based Learning, 2021
Empirical evidence suggests game-based learning (GBL) as a potentially engaging form of contemporary learning. With the increase in the use of Minecraft, a sandbox computer game in open-world format, there has been a concurrent rise in the level of interest in investigating the role of Minecraft in social and academic learning. Minecraft is…
Descriptors: Game Based Learning, Video Games, Instructional Effectiveness, Learner Engagement
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