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The study aimed to investigate (a) the effect of digital games, songs, and flashcards on vocabulary knowledge of Iranian EFL preschool learners and (b) the young learners" performance on mid-course tests of vocabulary with different... more
Abstract In Digital Game-Based Learning (2007), Marc Prensky defines the generation as " digital natives " , who spent time using computers and smart-devices and grew up mostly in a human-computer interaction. In addition, Prensky claims... more
משמעות המשחק ומהותו הם נושאים שהעסיקו את האדם משחר התרבות. עדויות לכך קיימות לאורך ההיסטוריה בציורי הקיר במערות קבורה במצרים, בניסיונות לברר את משמעות המשחק ביוון העתיקה, ברנסנס, בתקופה הרומנטית, וכלה ימינו. משחק הוא אחד הנושאים המעסיקים... more
Resumen: La Realidad Aumentada (RA) y el Aprendizaje Basado en Juegos Digitales (DGBL) son dos tendencias que están siendo aplicadas a la educación alrededor del mundo. Sin embargo, las implicaciones relacionadas con la aplicación de... more
(in press). In S. Tettegah & W. (D.) Huang. Emotions, Technology, and Games. New York: Elsevier. (Will be freely available for download through open access in October, 2015). ABSTRACT. Summary This case study challenges the assumption... more
Digital simulations and games constitute a distinct category of learning intervention that calls for a tailor-made instructional design approach. This article will provide some background for that claim. A brief summary of several... more
Drawing on the self-concept activation and goal-priming account of the priming effect, this study examined how self-concept—i.e., ideal self, ought self, and actual self—can be harnessed as a model for avatar customization in digital... more
This report presents an overview of gaming consoles and a comparison of consoles and the PC. Benefits of games to learning and the learning environment are touched on, as is the use of games consoles in research and teaching. Issues... more
In the spring semester of 2015, I was given the opportunity to develop a digital history project at the University of Nebraska at Kearney. Since my historical interest mainly involves baseball, and at that time I was researching the 1879... more
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.... more
This book is about the three identities of the videogame, the gamer, and Game Studies. I write that there are no definitive truths but rather discourses and constructions; ideas, actions, beliefs, and practices related to videogames are... more
Resumo Este trabalho apresenta os resultados de uma pesquisa que teve por objetivo realizar experiências com jogos na disciplina de Língua Portuguesa, com alunos do 6º. e 7º. anos do ensino fundamental em uma escola pública de Santa... more
The present study aims at examining in-game language usages of students playing online games. It was conducted with the case study design of the qualitative research methods. The study group consisted of 10 participants who were... more
Historical strategy games ostensibly enable the player to reconstruct history within the context of the game. The scenarios of the games are based on actual historical events. Starting the game at a certain point in history, the player... more
The aim of this study is to investigate the use of digital games as alternative mode of formative assessment in the prevocational stream.
A játék jelentősége a pszichológiai fejlődésben széleskörűen elismert a fejlődéspszichológusok és a neveléssel foglalkozó szakemberek között. Az utóbbi három évtizedben egy további játéktípussal is bővült a fejlesztő alkalmazások... more
Simulation video games (SVGs) are extremely wide category of modern video games, which provide innovative educational possibilities for personal and professional development. SVGs represent practically all forms of human activities, which... more
This book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learning (L2TL). It explores how to harness the enthusiasm, engagement, and... more
In recent years, research into the effectiveness of digital game-based learning (DGBL) has increased. However, a large heterogeneity in methods for assessing the effectiveness of DGBL exist, leading to questions regarding reliability and... more
Halo teman-teman, disini saya akan sedikit sharing bagaimana caranya membuat game dengan menggunakan Construct 2 tanpa coding. Aplikasi yang saya gunakan yaitu Construct 2 versi r277. Nah, aplikasi Construct 2 ini sangat cocok digunakan... more
Digital games are an important part of most adolescent's leisure lives nowadays and are expected to become the predominant form of popular culture interaction in our society. Many educators see digital games as powerful motivating digital... more
Learning happens everywhere but where and how you learn make all the difference. With increasingly ubiquitous technology in schools, it is imperative that educational leaders must select the right device for teaching and learning. The... more
Two new trends in education: BYOD (bring your own device) and games and gamification are steadily being recognized and adopted by K12 and Higher Education practitioners. A team of faculty from two different countries, Bulgaria and the... more
In this paper, we investigate the impact of flow (operationalized as heightened challenge and skill), engagement, and immersion on learning in game-based learning environments. The data was gathered through a survey from players (N ¼ 173)... more
In support of the notion that digital games have the potential to be powerful language learning tools, this chapter presents a case study examining the application of one digital game used to enhance speaking fluency in the secondary... more
[Author's Note: Although the article focuses on Italian FL/L2, this practicum can be applied to ESL and all major languages in which the games I mention are localized] Video games are an integral part of life for our students. Some... more
Aim: Determine the effectiveness of the Game-Based Learning(GBL) using theSnake-and-Ladder mechanical game boarding in teaching primarymathematics like addition, subtraction, multiplication and division of wholenumbers. Methodology:... more
This chapter explores the phenomenon of SLA in social, multiplayer digital gaming contexts, for example, in MMOGs, or massively multiplayer online games. After providing some background and history of multiplayer gaming, we focus on the... more
There is a great potential for cloud computing adoption in Bahrain, something which will power exciting innovations and touch every area of people's lives, especially in the education sector. The current study investigates the critical... more
The goal of this article is to provide a conceptual framework to better understand digital games in learning and creative contexts through the dimensions of play, design, and participation. This framework can be used as a guiding tool for... more
Pendidikan dan pembangunan keusahawanan telah berkembang menjadi semakin penting di Malaysia. Peningkatan jumlah syarikat baru yang berdaftar dilihat sebagai salah satu petunjuk tentang kepentingan pendidikan keusahawanan. Terkini, jumlah... more
Over the decades there has been a paradigm shift in school design and operations. Schools have been transformed static, authoritarian systems to dynamic learning organisations. A new tenet in the education world is 21 st century learning... more
Game-based learning has dominantly embedded itself into a tool of education in the 21st century. In developing educational games, many researchers have proposed frameworks to define elements of an educational game. This paper presents a... more
This research explores the rationale behind the utilisation of electronic games in education. A qualitative research sheds light on the students’ opinions and perceptions toward the use of serious games in-class. Semi-structured,... more
Human development can be catalyzed by many factors, for example through adaptation to novel social, symbolic, or material conditions, opportunities for individual and collaborative interaction and prob lem solving, and consequential... more
Recently, content-based language teaching has emerged as a successful response to the increasing challenges that language departments in higher education face. This is a case study. The hybrid format enabled the creation of a... more
For decades now, video games have been a pervasive part of our culture. Recent data indicate that approximately half of all American adults and seventy percent of college students play video games “at least once in a while”. Some video... more
For decades now, video games have been a pervasive part of our culture (NBCNews.com, 2013). About half of all American adults play video games (Duggan, 2015), while 97% of teen boys and 83% of teen girls also play video games (Anderson &... more
As digital gaming has increased in popularity and become a global practice, computer-assisted language learning (CALL) researchers and second and foreign language (L2) educators have begun reconsidering games as potential L2 teaching and... more