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Increasing Student Engagement, Fraction Knowledge, and STEM Interest through Game-Based Intervention
Jessica H. Hunt; Michelle Taub; Matthew Marino; Kenneth Holman; Kelly Womack-Adams – Journal of Special Education Technology, 2025
In this study, we evaluate the impact of a game-based supplemental fraction curriculum on student engagement, fraction knowledge, and STEM interest in inclusive elementary mathematics classrooms. Utilizing a robust experimental design, the research explores how a game-based interventions can augment traditional fraction instruction and promote…
Descriptors: STEM Education, Learner Engagement, Fractions, Game Based Learning
Jaakko Hilppö; Reed Stevens – Cognition and Instruction, 2024
Choice and autonomy are central tenets of interest-driven learning. Yet, in most studies on interest in school, students' choice and autonomy have been confined within the boundaries of the curriculum and the subject matter in question. This limits our understanding of how schools can support interest-driven learning as well as students' interest…
Descriptors: Nontraditional Education, STEM Education, Art Education, Grade 6
O'Grady-Jones, Mary; Grant, Michael M. – Gifted Child Today, 2023
The purpose of this research was to describe the impact of digital game building on fourth grade gifted and talented students' problem-solving, creativity, and collaboration skills. Increasingly, there has been a call to involve students in real-world experiences through projects that explore authentic issues using technology. Game design-based…
Descriptors: Academically Gifted, Talent, Computer Games, Educational Games
Chen, Chia-Chen; Huang, Po-Hao – Interactive Learning Environments, 2023
In order to explore whether STEAM education in combination with elementary school curriculums can help students' learning performance, this study developed a digital learning system. This digital learning system combined STEAM concepts with elements of gamebased learning. This study developed the curriculum content based on the unit of…
Descriptors: Art Education, STEM Education, Electronic Learning, Handheld Devices
Asigigan, Sera Iyona; Samur, Yavuz – International Journal of Education in Mathematics, Science and Technology, 2021
The aim of this research is to examine the effect of gamified STEM activities on 3rd and 4th grade students' intrinsic motivation, perception of problem-solving skills, and critical thinking disposition. In this mixed method study, problem solving skills perception scale, critical thinking disposition instrument and intrinsic motivation inventory…
Descriptors: Game Based Learning, STEM Education, Student Motivation, Critical Thinking
Jessica H. Hunt; Michelle Taub; Matthew Marino; Kenneth Holman; Alejandra Duarte; Brianna Bentley – North American Chapter of the International Group for the Psychology of Mathematics Education, 2023
We analyzed the effects of a game-based, supplemental fraction curriculum on fourth and fifth grade students' fraction knowledge, engagement, and STEM interest. Students with and without disabilities with intersecting identities (e.g., race, disability status, gender) comprised the sample. Results indicate significant differences in fraction…
Descriptors: Fractions, Mathematics Instruction, Game Based Learning, Learner Engagement
Hurdle, Zach; Stanford, Angela; Nix, Katy; Perry, Nick – Science and Children, 2021
In an ever-increasing technological society, teachers have now, more than ever, a vast offering of educational technologies made available for classroom use. However, the time necessary for vetting and developing rigorous lessons with the usage of such technologies can be overwhelming for a classroom teacher. Still, teachers need the opportunity…
Descriptors: Grade 3, Grade 5, Elementary School Teachers, Elementary School Students
Sariçam, Ugur; Yildirim, Mehtap – International Journal of Technology in Education and Science, 2021
This research is determined to investigate the effects of STEM activities practiced by using digital games in 6th-grade science classes on students' level of interest in STEM fields and their scientific creativity. As a digital game, Minecraft Education Edition was applied. As a data collecting tool for this survey, the STEM Career Interest Survey…
Descriptors: Instructional Effectiveness, STEM Education, Game Based Learning, Video Games
Stelck, Luella Mae – ProQuest LLC, 2018
This three-article dissertation presents a perspective of persistence in STEAM learning at the elementary level within the context of a third through fifth-grade elementary school in Northern Idaho. Students at this elementary school were offered extra-curricular opportunities to persist in STEAM learning and while participating in a MakerSpace…
Descriptors: Art Education, STEM Education, Elementary School Students, Children

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