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Kai-Lin Yang; Chia-Yang Chen – Education and Information Technologies, 2024
Game-based learning, which includes non-digital and digital games, highlights the benefits of games in terms of players' learning and engagement. Whereas contemporary research focuses more on digital than non-digital game-based learning, more studies shall compare the effects between the two types of game-based learning and their integration. This…
Descriptors: Game Based Learning, Computer Games, Spatial Ability, Grade 5
Sercan Özer; Levent Çetinkaya – Educational Policy Analysis and Strategic Research, 2024
This study aimed to gather middle school students' opinions on the utilization of cryptologic methods in education. Using a case study approach, data were collected through a semi-structured interview form developed with expert input. The focus was on the effects of integrating cryptologic methods within the Information Technologies and Software…
Descriptors: Middle School Students, Grade 6, Technology Integration, Information Technology
Al-Razgan, Muna; Alotaibi, Hind M. – Arab World English Journal, 2022
Considerable advances in the capabilities of modern mobile devices have enabled their use as powerful educational tools. Today, mobile learning games are widely used as creative platforms for teaching and learning, offering enjoyable and ubiquitous educational content. This study describes the design and evaluation of a mobile Arabic orthography…
Descriptors: Technology Integration, Handheld Devices, Educational Games, Spelling Instruction
Chen, Yen-Chieh; Lu, Yu-Ling; Lien, Chi-Jui – Interactive Learning Environments, 2021
Students' engagement in a learning environment has been a crucial factor in evaluating the quality of learning and predicting their academic success. With technologies being more applied in science education for enhancing learning engagement, it is important to study how learning environments with different levels of technological engagement…
Descriptors: Technology Integration, Game Based Learning, Video Technology, Conventional Instruction
Chen, Beyin; Hwang, Gwo-Haur; Wang, Shen-Hua – Educational Technology & Society, 2021
The application of artificial intelligence (AI) in education is now widespread, and the use of robots in education has demonstrated a positive influence on students' behavior and development. However, the use of emerging technologies usually results in cognitive load, especially for elementary school students whose learning capacity has not yet…
Descriptors: Cognitive Processes, Difficulty Level, Game Based Learning, Robotics
Lu, Su-Ju; Liu, Ying-Chieh; Chen, Po-Ju; Hsieh, Mu-Rong – Interactive Learning Environments, 2020
Emerging technologies have been widely used in applications designed to increase potential for learning enhancement. This study develops a mobile application to integrate augmented reality (AR) functionality into physical puzzle-type games. In the application, learners see visualizations of three-dimensional (3D) dinosaurs and interact with…
Descriptors: Game Based Learning, Puzzles, Computer Simulation, Science Achievement
Cetin, Halise Sibel – International Technology and Education Journal, 2018
The purpose of this study was to investigate the usability of the Kahoot!, the digital assessment tool, in elementary schools. With this respect, the participants were selected by using the simple random sampling method. 23 students and 1 teacher in state elementary school in Mugla in Turkey participated in the study in the spring term of the…
Descriptors: Usability, Educational Technology, Technology Integration, Electronic Learning