Educational Video Games for Learning English Vocabulary

2022 ◽  
pp. 455-471
Author(s):  
Jianshu Qiao ◽  
John R. Woodward ◽  
Atm S. Alam

Researchers have been exploring the potential of educational video games for learning English vocabulary. The primary focus is on two questions: (1) Can educational video games motivate students to learn English vocabulary (which explores students' attitudes)? and (2) Are educational video games effective in acquiring English vocabulary (which explores learning outcomes)? Good quality empirical research on this is rare because of the shortage of games specific to educational purposes. In addition, although some researchers have contributed to answering these two questions, their methodology is not convincing. Therefore, this chapter aims to provide an overview of their methodologies by introducing participant groups, popular educational video games, pre-test, post-test, and data analysis. Finally, this chapter will inspire researchers to conduct more reliable empirical research, thereby making better-found contributions to the field.

2021 ◽  
Vol 13 (15) ◽  
pp. 8485
Author(s):  
Aldo Gordillo ◽  
Enrique Barra ◽  
Sonsoles López-Pernas ◽  
Juan Quemada

There is a clear need to promote motivating and effective training actions for the development of teachers’ digital competence, especially in the area of e-safety. Although educational video game-based learning has proven effective to improve motivation and learning outcomes, the existing evidence about its effectiveness for the development of teachers’ digital competence is very limited. This study examines the use of educational video games in an online course in MOOC format with the aim of developing teachers’ digital competence in the e-safety area. A total of 179 teachers from nonuniversity schools in the region of Castilla y León (Spain) participated in this study. A pre‑test and a post-test were used to measure the knowledge acquired by the participants, and a questionnaire was used to measure their perceptions. The obtained results suggest that game-based learning using educational video games is an effective and viable approach to train teachers in the e-safety area of digital competence.


DYNA ◽  
2015 ◽  
Vol 82 (193) ◽  
pp. 223-232 ◽  
Author(s):  
Natalia Padilla-Zea ◽  
Nuria Medina-Medina ◽  
Francisco L. Gutiérrez-Vela ◽  
José R. López-Arcos ◽  
Patricia Paderewski ◽  
...  

Author(s):  
José Martí-Parreño ◽  
María José Miquel-Romero ◽  
Ernesto Méndez-Ibáñez

Author(s):  
José Martí-Parreño ◽  
Ernesto Méndez-Ibáñez ◽  
Joaquin Aldás-Manzano

2011 ◽  
pp. 24-44
Author(s):  
Clark Aldrich ◽  
Joseph C. DiPietro

This appendix introduces and defines commonly used terms and phrases from the world of video gaming. It seeks to bridge the gaps between researchers, gamers, and educators so that a more thoughtful and productive conversation may be had. The authors hope that this appendix adds to the understanding of and appreciation for both consumer-based and educational video games, furthers academic research within this field, and serves as a valuable tool for anyone interested in learning more about video games and related terminology. Fifty-two entries are discussed within this appendix serving as a solid, yet not all-encompassing, foundation for future inquiry and discussion.


2003 ◽  
Vol 40 (1) ◽  
pp. 71-94 ◽  
Author(s):  
Ricardo Rosas ◽  
Miguel Nussbaum ◽  
Patricio Cumsille ◽  
Vladimir Marianov ◽  
Mónica Correa ◽  
...  

2015 ◽  
Vol 11 (4) ◽  
pp. 62 ◽  
Author(s):  
Athanasios Drigas ◽  
Marios Pappas

The last decade, researchers and educators have shown particular interest for the use of educational video games in mathematics education, in an effort to provide educational character to entertainment. In this paper we represent some of the most representative studies which evaluate the effects of video games on mathematics achievement as well as the improvement of memory, attention and cognitive skills. As indicated by the studies, video games may constitute useful tools in mathematics education as they support children’s comprehension on fundamental concepts, but also motivate them to see positively the course of mathematics.


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