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Ferhunde Küçüksen Öner; Ayla Cetin-Dindar; Hazal Sari – European Journal of Education, 2024
The aim of this study was to describe the design process of an educational board game, the Planet-Dart. This board game design is based on the science curriculum and aims to enhance middle school students' basic concepts about solar system. The purpose of developing this educational game was to provide an entertaining way for learning science. A…
Descriptors: Grade 5, Educational Games, Game Based Learning, Instructional Materials
Art Tsang; Christelle Davis – Asia-Pacific Education Researcher, 2024
Emotions have received widespread attention in the education field globally thanks to the greater emphasis on well-being in recent times. Against this backdrop and the fact that foreign language (FL) education is increasingly common from a young age, this study set out to investigate what FL "classroom activities" children find most…
Descriptors: Well Being, Psychological Patterns, Student Attitudes, Second Language Learning
Hershkovitz, Arnon; Tabach, Michal; Cohen, Anat – Journal of Educational Computing Research, 2022
In a large-scale quantitative study that adopted a learning analytics approach, we searched for associations between students' activity in a game-based online mathematics learning environment and their mathematics achievements on a national standardized test. Students were active in the environment throughout the school year, and particularly…
Descriptors: Electronic Learning, Learning Activities, Mathematics Achievement, Elementary School Students
I. Nyoman Laba Jayanta; G.A.P. Suprianti; Ni Nyoman Ganing; I. G.A. Lokita Purnamika Utami – International Journal of Language Education, 2025
Many elementary school students do not enjoy learning English due to ineffective instructional approaches that limit independent learning. While digital technology offers potential solutions, its educational use faces challenges such as misinformation and students' low digital resilience. This study investigates the current levels of digital…
Descriptors: Foreign Countries, Game Based Learning, Elementary School Students, Grade 5
Genç Ersoy, Berrin; Belet Boyaci, S. Dilek – International Technology and Education Journal, 2021
This study aims to scrutinize the effects of gamified Turkish vocabulary teaching on vocabulary development, and motivation on learning words. A nested mixed-method experimental design (gamification-based vocabulary learning for the experimental group instructor-led vocabulary learning for the control group) and was conducted with 34 fourth-grade…
Descriptors: Game Based Learning, Learning Activities, Instructional Effectiveness, Vocabulary Development
Yorulmaz, Alper; Kilic, Zeynep; Unsal, Fatma Ozge; Cokcaliskan, Halil – Educational Policy Analysis and Strategic Research, 2020
It can be said that activities form the basis for active learning, but teachers determine which activity is effective for the development of students. One of the criteria in this determination is the student, which is the basic input of education. Therefore, the aim of the study is to determine the opinions of primary school students about the…
Descriptors: Elementary School Students, Children, Grade 4, Learning Activities

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