Effects of an educational game with a situated learning strategy on Korean students' English writing abilities.
Walter ForemanSoojeong LeeMyeongseok KoSangchul BaeSanghoon HanPublished in: Smart Comput. Rev. (2012)
Keyphrases
- learning strategies
- educational games
- computer based instruction
- foreign language
- teachable agent
- english learning
- blended learning
- college students
- game based learning
- educational experiences
- computer assisted language learning
- learning tools
- reading comprehension
- video games
- virtual learning environments
- online learning
- instructional materials
- active learning
- english as a foreign language
- game design
- learning experience
- grade level
- computer games
- adventure game
- instructional design
- instructional strategies
- children learn
- computer assisted
- language learning
- online game
- student learning
- interactive learning environments
- game play
- distance learning
- serious games
- academic achievement
- elementary school
- higher education
- e learning
- learning outcomes
- grade students
- learning environment
- multimedia
- intelligent tutoring systems
- computer assisted instruction
- undergraduate students
- middle school
- teaching methods
- learning styles
- learning activities
- high school students
- learning process
- learning materials
- decision trees
- high school