Publication Date
In 2025 | 0 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 5 |
Since 2016 (last 10 years) | 6 |
Since 2006 (last 20 years) | 6 |
Descriptor
Game Based Learning | 6 |
Grade 7 | 6 |
Knowledge Level | 6 |
Educational Games | 4 |
Electronic Learning | 3 |
Foreign Countries | 3 |
Middle School Students | 3 |
Algebra | 2 |
Difficulty Level | 2 |
Instructional Effectiveness | 2 |
Intervention | 2 |
More ▼ |
Source
Educational Technology… | 1 |
Grantee Submission | 1 |
International Technology and… | 1 |
Journal of Computer Assisted… | 1 |
Journal of Educational… | 1 |
Mathematical Thinking and… | 1 |
Author
Allison S. Liu | 2 |
Avery H. Closser | 2 |
Erin Ottmar | 2 |
Hannah Smith | 2 |
Jenny Yun-Chen Chan | 2 |
Vy Ngo | 2 |
Abdusselam, Mustafa S. | 1 |
Antero Lindstedt | 1 |
Antti Koskinen | 1 |
Dorin Kadusi | 1 |
Erno Lehtinen | 1 |
More ▼ |
Publication Type
Reports - Research | 6 |
Journal Articles | 5 |
Education Level
Elementary Education | 6 |
Grade 7 | 6 |
Junior High Schools | 6 |
Middle Schools | 6 |
Secondary Education | 6 |
Grade 8 | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Jenny Yun-Chen Chan; Avery H. Closser; Vy Ngo; Hannah Smith; Allison S. Liu; Erin Ottmar – Grantee Submission, 2023
Background: Prior work has shown that middle school students struggle with algebra and that game-based educational technologies, such as DragonBox and From Here to There!, are effective at improving students' algebraic performance. However, it remains unclear which aspects of algebraic knowledge shift as a result of playing these games and what…
Descriptors: Game Based Learning, Educational Technology, Mathematics Education, Algebra
Jake McMullen; Antti Koskinen; Tomi Kärki; Antero Lindstedt; Saku Määttä; Hilma Halme; Erno Lehtinen; Minna M. Hannula-Sormunen; Kristian Kiili – Mathematical Thinking and Learning: An International Journal, 2024
Adaptive expertise is a highly sought after, but difficult to achieve, outcome of mathematics education. Many teaching methods appear to support the development of adaptive expertise only in a small proportion of students. Game-based learning environments may be useful for supporting adaptive expertise. Therefore, we carried out a…
Descriptors: Game Based Learning, Number Concepts, Knowledge Level, Intervention
Kuan-Fu Chen; Gwo-Jen Hwang; Mei-Rong Alice Chen – Educational Technology Research and Development, 2024
Many studies have incorporated concept maps into digital games to enable learners to make connections between subject concepts in the game. However, most learners do not associate spontaneously with the thematic concepts in the game but need to be facilitated by effective scaffolding mechanisms to reconceptualize the learning process and content.…
Descriptors: Concept Mapping, Game Based Learning, Learning Strategies, Grade 7
Jenny Yun-Chen Chan; Avery H. Closser; Vy Ngo; Hannah Smith; Allison S. Liu; Erin Ottmar – Journal of Computer Assisted Learning, 2023
Background: Prior work has shown that middle school students struggle with algebra and that game-based educational technologies, such as DragonBox and From Here to There!, are effective at improving students' algebraic performance. However, it remains unclear which aspects of algebraic knowledge shift as a result of playing these games and what…
Descriptors: Teaching Methods, Game Based Learning, Middle School Students, Algebra
Meital Amzalag; Dorin Kadusi; Shimon Peretz – Journal of Educational Computing Research, 2024
Abundant research has tried to understand how games can be designed and used effectively to improve the learning process and to examine the correlations between digital learning games and student motivation, engagement, and knowledge retention. The current study examined the correlation between learning through digital game-based learning (DGBL)…
Descriptors: Learner Engagement, Academic Achievement, Game Based Learning, Electronic Learning
Abdusselam, Mustafa S. – International Technology and Education Journal, 2020
This research aims to investigate the effect of a serious game on the awareness of energy sources consumption. A weak experimental research design with one group, pretest, posttest, and formative test was used in the study. The research group consist of 17 students who attending a public secondary school in Giresun during the second semester of…
Descriptors: Educational Games, Computer Games, Game Based Learning, Energy Conservation