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Bartolucci, Marco; Mattioli, Francesco; Batini, Federico – International Journal of Game-Based Learning, 2019
In recent years, the authors have witnessed the rebirth of board games. This contribution aims to investigate the educational potential of non-random board games in two ways: the comparison of performances of "expert adult players" and "adult non-players" through a correlation study (n=45) and the comparison between the results…
Descriptors: Games, Expertise, Adults, Children
Sari, Mehmet Hayri; Olkun, Sinan – International Online Journal of Primary Education, 2020
Learning or doing mathematics involves approximate quantification. The purpose of this research was to improve approximate number system acuity in primary school students with low achievement in mathematics. A quasi-experimental, pre-test, post-test design with a control group was utilized. Mathematics Achievement Test (MAT), Arithmetic…
Descriptors: Mathematics Instruction, Learning Disabilities, At Risk Students, Elementary School Students
Wong, Simpson W. L.; Cheng, Rebecca Wing-yi; Chow, Bonnie Wing-Yin; Chung, Sandrine Man-Chi – AERA Open, 2019
Learning to read two scripts at a young age is a demanding task. This study aims to develop games for building fundamental code-related emergent literacy skills among biscriptal preschoolers. We developed five games and tested them on a sample of 102 Chinese kindergarteners. The participants were aged 4 to 5 years and were learning English as a…
Descriptors: Chinese, English (Second Language), Emergent Literacy, Preschool Children
Libertus, Melissa E.; Liu, Allison; Pikul, Olga; Jacques, Theodore; Cardoso-Leite, Pedro; Halberda, Justin; Bavelier, Daphne – AERA Open, 2017
Playing action video games has previously been linked to improvements in attentional control, the ability to choose what to attend and what to ignore that relies on a frontoparietal network of the brain. Here we asked whether action video game training would impact a range of mathematical abilities that rely on similar brain regions. Twenty-four…
Descriptors: Video Games, Adults, Teaching Methods, Attention
Branigan, Holly P.; Tosi, Alessia; Gillespie-Smith, Karri – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2016
It is well established that adults converge on common referring expressions in dialogue, and that such lexical alignment is important for successful and rewarding communication. The authors show that children with an autistic spectrum disorder (ASD) and chronological- and verbal-age-matched typically developing (TD) children also show spontaneous…
Descriptors: Autism, Pervasive Developmental Disorders, Comparative Analysis, Games
van de Sande, Eva; Segers, Eliane; Verhoeven, Ludo – Early Education and Development, 2018
The current study used a dyadic and coconstructive approach to examine how to embed exercises that support executive functioning into early literacy instruction to empower its effects. Using a randomized controlled trial design with 100 children, we examined the effects of dyadic activities in which children scaffolded each other's learning and…
Descriptors: Kindergarten, Executive Function, Literacy Education, Emergent Literacy
Liu, Sylvia; Yuen, Mantak; Rao, Nirmala – Gifted Education International, 2017
This paper describes a social skills programme implemented to enhance the social competence of Primary-one students in order to ensure a smooth adjustment after transition from kindergarten to a formal school learning environment. The participants were 122 students (64 boys and 58 girls; mean age 6.17 years, SD = 0.29 years) newly enrolled in a…
Descriptors: Foreign Countries, Elementary School Students, Interpersonal Competence, Intervention
Shute, Valerie J.; Wang, Lubin – International Association for Development of the Information Society, 2013
This paper examines possible improvement to problem solving skills as a function of playing the video game "Portal 2." Stealth assessment is used in the game to evaluate students' problem solving abilities--specifically basic and flexible rule application. The stealth assessment measures will be validated against commonly accepted…
Descriptors: Problem Solving, Video Games, Student Evaluation, High School Students
Vander Heyden, Karin M.; Huizinga, Mariette; Jolles, Jelle – Developmental Psychology, 2017
Children practice their spatial skills when playing with spatial toys, such as construction materials, board games, and puzzles. Sex and SES differences are observed in the engagement in such spatial play activities at home, which relate to individual differences in spatial performance. The current study investigated the effects of explicitly…
Descriptors: Intervention, Play, Games, Puzzles
Rajotte, Thomas; Marcotte, Christine; Bureau-Levasseur, Lisa – Universal Journal of Educational Research, 2016
In recent decades, the dropout rate in Abitibi-Témiscamingue is a worrying phenomenon. An analysis of ministerial examination results identifies that students in Abitibi-Témiscamingue have specific difficulties with mathematical problem solving tasks. Among the activities that develop those skills, the daily routines in mathematics seem to be a…
Descriptors: Foreign Countries, Dropout Rate, Mathematics Skills, Mathematics Instruction
Scheu, Ian Edward; Lawrence, Thomas – Journal of Educational Computing Research, 2013
This article details the construction of a computer program to test cognitive processing differences in adolescents engaged in a standard presentation of tests versus a fantasy-based game presentation. The article will discuss the challenges of creating a replication of traditional psychological tests into a new medium which holds comparable…
Descriptors: Psychological Testing, Computer Assisted Testing, Games, Adolescents

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