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Full-Text Articles in Education

Motivation, Learning Strategies, And Language Competency In A Technology Facilitated Chinese As A Second Language Classroom, Xiongyi Liu, Lih-Ching Chen Wang Dec 2017

Motivation, Learning Strategies, And Language Competency In A Technology Facilitated Chinese As A Second Language Classroom, Xiongyi Liu, Lih-Ching Chen Wang

Chinese Language Teaching Methodology and Technology

The present study examines the effectiveness of a game-based mobile technology application Kahoot on the motivation and language competency of high school student learning Chinese as a second language, and the relationship among student motivation, learning strategy use, and language competency in such a technology-facilitated classroom. Data was collected using pre and post surveys from a class of 18 students taught by a teacher candidate in a Chinese teaching licensure program at a state university. The results indicate significant student improvements in two areas of Chinese language learning: reading and speaking, though no significant difference was found in the areas …


The Effects Of Kahoot! On Vocabulary Acquisition And Retention Of Students With Learning Disabilities And Other Health Impairments, Kathryn Elizabeth Ciaramella Jun 2017

The Effects Of Kahoot! On Vocabulary Acquisition And Retention Of Students With Learning Disabilities And Other Health Impairments, Kathryn Elizabeth Ciaramella

Theses and Dissertations

The purpose of this study was to evaluate the effect of Kahoot! on vocabulary acquisition, evaluate the effect of Kahoot! on vocabulary retention, and determine student satisfaction with using Kahoot! as an intervention. The seven sixth grade students participating in the study were classified with a learning disability or other health impairment and received instruction in a pull-out replacement language arts classroom. A single subject multiple baseline across participants design was utilized. During the baseline phase, data was collected to determine the percentage of vocabulary words each student acquired and retained. During the intervention phase, data was again collected and …


Press Play For Learning: A Framework To Guide Serious Computer Game Use In The Classroom, Erica Southgate, Janene Budd, Shamus Smith Jan 2017

Press Play For Learning: A Framework To Guide Serious Computer Game Use In The Classroom, Erica Southgate, Janene Budd, Shamus Smith

Australian Journal of Teacher Education

Computer gaming is a global phenomenon and there has been rapid growth in ‘serious’ games for learning. An emergent body of evidence demonstrates how serious games can be used in primary and secondary school classrooms. Despite the popularity of serious games and their pedagogical potential, there are few specialised frameworks to guide K-12 teachers in choosing and using serious games. The purpose of this paper is twofold. Firstly, we draw on recent research to provide an overview of the nature and uses of serious games, current knowledge about their learning efficacy, and the features that teachers should consider when choosing …


A Phenomenological Examination Of Virtual Game Developers' Experiences Using Jacob's Ladder Pre-Production Design Tactic, Jasmine Brown-Turner Jan 2017

A Phenomenological Examination Of Virtual Game Developers' Experiences Using Jacob's Ladder Pre-Production Design Tactic, Jasmine Brown-Turner

Walden Dissertations and Doctoral Studies

Edutainment refers to curriculum and instruction designed with a clear educational purpose, including multi-faceted virtual learning game design. Tools such as the Jacob's Ladder pre-production design tactic have been developed to ensure that voices of both engineers and educators are heard. However, it is unclear how development team members experience and perceive their collaborative work while designing a virtual game using such tactics. This phenomenological study examined the experiences of agile software team members using Jacob's Ladder pre-production design as an interdisciplinary collaboration tool while designing a virtual learning game. Seven design team members (3 educators and 4 engineers) participated …


The Perceptions Of Students On A Cooperative, Gamebased Learning Latin Curriculum: An Action Research Study, Jason Dean Blackburn Jan 2017

The Perceptions Of Students On A Cooperative, Gamebased Learning Latin Curriculum: An Action Research Study, Jason Dean Blackburn

Theses and Dissertations

This action research study describes the impact of Operation LAPIS, a cooperative gamebased Latin 1 curriculum, upon student perceptions in a large suburban high school in South Carolina. The game served as an introduction to Latin grammar, vocabulary, and the daily life of a Roman teenager for 15 Latin 1 students who participated in the study. Syntax, vocabulary acquisition, and cultural studies are essential standards-based elements of learning Latin. Students were surveyed regarding their opinions on the game’s approach to grammar, vocabulary, Roman daily life, and game-based learning in general. These surveys produced a quantitative data set that allowed the …


Synergy: Game Design + Qur'an Memorization, Sultana Jesmine Moulana Jan 2017

Synergy: Game Design + Qur'an Memorization, Sultana Jesmine Moulana

Theses and Dissertations

The rise of digital technology has transformed nearly every part of our daily lives, including the way we learn and memorize. Such transformations raise interesting questions for one of the most long-standing and demanding memorization tasks in the world: the memorization of the Islamic holy book, The Qur’an. For Muslims, The Qur’an is a timeless, sacred text, cradling within its covers many profound images, stories, and parables. Despite rigorous research in the fields of game design and memorization techniques, very little work has been done in combining these two areas of research to create a game-based memorization experience of The …