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Academic Journal

Effectiveness of Quizizz in Interactive Teaching and Learning Malay Grammar

Subjects: Language Tests; Indonesian Languages; Grammar

  • Source: Asian Journal of University Education, v17 n3 p109-118 Jul 2021. 10 pp.

  • Abstract: For teaching and learning Malay language grammar, there are many types of online assessment tools and applications have been developed in Malaysia. One such application ... As Provided

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Academic Journal

Student, Parent, and Teacher Perceptions towards Digital Educational Games: How They Differ and Influence Each Other

Subjects: Student Attitudes; Parent Attitudes; Teacher AttitudesChina

  • Source: Knowledge Management & E-Learning, v13 n2 p142-160 Jun 2021. 20 pp.

  • Abstract: Digital game-based learning has received increased attention in education. As the key stakeholders in education, students, parents, and teachers may have different perceptions and attitudes ... As Provided

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Academic Journal

Level-Up Learning: Video Games in an Online Class

Subjects: Video Games; Computer Games; Educational GamesSouth Korea

  • Source: TESL-EJ, v25 n1 May 2021. 24 pp.

  • Abstract: This study considers the impact of playing a video game on EFL students. Specifically, this study looks at how video gameplay impacts students' listening comprehension ... As Provided

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Academic Journal

Developing Pragmatic Competence in Digital Game Worlds: A Systematic Review

Subjects: Pragmatics; Second Language Learning; Second Language Instruction

  • Source: TESL-EJ, v25 n1 May 2021. 26 pp.

  • Abstract: We present a systematic review of the literature on the use of multiuser virtual environments (MUVE) on the development of pragmatic competence in second language (... As Provided

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Academic Journal

Sixth-Grade Students' Experiences of a Digital Game-Based Learning Environment: A Didactic Analysis

Subjects: Game Based Learning; Mathematics Instruction; Mathematical ConceptsTurkey

  • Source: Journal of Research and Advances in Mathematics Education, v6 n2 p142-157 Apr 2021. 16 pp.

  • Abstract: Students' conceptual understanding and mathematical process skills can be improved through digital games in mathematics education. The starting point of this ... As Provided

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Academic Journal

Improving English Vocabulary Learning through Kahoot!: A Quasi-Experimental High School Experience

Subjects: Vocabulary Development; English (Second Language); Second Language LearningChile (Santiago)

  • Source: Teaching English with Technology, v21 n2 p3-13 Apr 2021. 11 pp.

  • Abstract: This research investigates the effects of the use of Kahoot! to improve English vocabulary learning in an EFL context using a quasi-experimental post-test design. An ... As Provided

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Academic Journal

Triggering Students' Learning Autonomy Using the Combination of M-Learning and Gamification: A Case Study at Nguyen Tat Thanh University

Subjects: Personal Autonomy; Electronic Learning; Handheld DevicesVietnam

  • Source: Teaching English with Technology, v21 n2 p66-91 Apr 2021. 26 pp.

  • Abstract: M-learning is usually thought of as based on videos, digital materials, and high technology. Nonetheless, it is not a complete perspective of this new educational ... As Provided

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Academic Journal

The Effect of Students' Developing Their Own Digital Games on Their Academic Achievement and Attitudes towards for English Lessons

Subjects: Student Developed Materials; Computer Games; Computer Science EducationTurkey

  • Source: Participatory Educational Research, v8 n2 p74-93 Apr 2021. 20 pp.

  • Abstract: The impact of developing technologies is also observed in educational environments where many digital content-based applications are used. When the studies conducted are examined, it ... As Provided

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Academic Journal

A Study on the Comparison of Geometrical-Mechanical Intelligence Games Activities That Are Conducted with Concrete Materials and in Computer Environment

Subjects: Game Based Learning; Computer Games; Manipulative MaterialsTurkeyDifferential Aptitude Test; Vandenberg Mental Rotations Test

  • Source: Participatory Educational Research, v8 n2 p220-239 Apr 2021. 20 pp.

  • Abstract: In this study it was aimed to determine the effect of geometrical-mechanical intelligence games activities that are conducted with concrete materials ... As Provided

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Academic Journal

Implementation of STEM in Preschool Education

Subjects: STEM Education; Kindergarten; Preschool ChildrenTurkey

  • Source: Journal of Educational Leadership and Policy Studies, spec iss Spr 2021. 30 pp.

  • Abstract: It is a controversial issue that magnetism is an interesting topic for children but also the concept is too abstract for the preschoolers. In this ... As Provided

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  • 1-10 of  3,348 results for ""Computer Games""