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Sosa, Jorge Jhonattan Castellanos; Aguilar, Francy Karina Maldonado – Journal of Research and Advances in Mathematics Education, 2021
This work shows how playing chess creates capacities in the student such as increasing visual memory. This helps to classify information in an orderly manner in the mind and contributes to a better understanding of geometric transformations such as displacements, turns and similarities. This was done with a mixed technique (Quantitative and…
Descriptors: Games, Memory, Visual Perception, Geometric Concepts
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John L. Nietfeld; Kristin F. Hoffmann – Journal of Computer Assisted Learning, 2024
Background: Goal setting has been established in the literature as a critical component of self-regulated learning and for effective problem-solving. Yet, surprisingly little attention has been focused on goal-directed behaviour in digital game-based learning environments (GBLEs) despite their expanding use in educational contexts. Objectives: The…
Descriptors: Game Based Learning, Educational Environment, Goal Orientation, Electronic Learning
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Bojan Lazarevic; Maja Stojanovic; Jelena Pisarov; Nemanja Bojanic – Journal of Baltic Science Education, 2024
This study examined the impact on the motivation of students toward learning physics upon applying the Nikola Tesla Center (NTC) learning system. The research was conducted using a quasi-experiment with a pretest-posttest non-equivalent control group design. The participants considered were a large group of 1371 students, from various grades and…
Descriptors: Learning Motivation, Science Education, Physics, Science Instruction
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Gorman, Garry; McKelvey, Nigel; Dowling, Thomas C. – International Journal of Game-Based Learning, 2022
This paper describes a growth mind-set intervention with Junior Cycle Coding students in a disadvantaged school in Ireland. This intervention builds on the work of O'Rourke et al. (2016) and applies findings to a computer programming setting where gamification is used to incentivise growth mind-set behaviour in students learning to code. Data…
Descriptors: Game Based Learning, Coding, Computer Science Education, Disadvantaged Schools
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Koskinen, Antti; McMullen, Jake; Ninaus, Manuel; Kiili, Kristian – Journal of Computer Assisted Learning, 2023
Background: In recent years, the importance of emotions in learning has been increasingly recognized. Applying emotional design to induce positive emotions has been considered a means to enhance the instructional effectiveness of digital learning environments. However, only a few studies have examined the specific effects of emotional design in…
Descriptors: Psychological Patterns, Scaffolding (Teaching Technique), Student Motivation, Academic Achievement
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Kazu, Ibrahim Yasar; Kuvvetli, Murat – Education and Information Technologies, 2023
This research aimed to explore the views of 8th grade students on digital game-based English language learning as a foreign language (EFL). A total of 69 students between the ages of 12 and 14 participated in the study. Students' vocabulary acquisition skills were tested using a web 2.0 application called "Quizziz." The study utilized a…
Descriptors: Instructional Effectiveness, Evaluation Methods, Video Games, Game Based Learning
Lauren E. Decker-Woodrow; Craig A. Mason; Ji-Eun Lee; Jenny Yun-Chen Chan; Adam Sales; Allison Liu; Shihfen Tu – Grantee Submission, 2023
The current study investigated the effectiveness of three distinct educational technologies--two game-based applications (From Here to There and DragonBox 12+) and two modes of online problem sets in ASSISTments (an Immediate Feedback condition and an Active Control condition with no immediate feedback) on Grade 7 students' algebraic knowledge.…
Descriptors: Educational Technology, Algebra, COVID-19, Pandemics
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Lauren E. Decker-Woodrow; Craig A. Mason; Ji-Eun Lee; Jenny Yun-Chen Chan; Adam Sales; Allison Liu; Shihfen Tu – AERA Open, 2023
The current study investigated the effectiveness of three distinct educational technologies--two game-based applications (From Here to There and DragonBox 12+) and two modes of online problem sets in ASSISTments (an Immediate Feedback condition and an Active Control condition with no immediate feedback) on Grade 7 students' algebraic knowledge.…
Descriptors: Educational Technology, Algebra, COVID-19, Pandemics
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Kadek Adi Wibawa; I Dewa Gede Agung Pandawana; I Made Wena – Mathematics Teaching Research Journal, 2025
The integration of technology in entrepreneurship arithmetic that uses realistic mathematic education as the basis into learning processes is instrumental in creating understanding and problem-solving abilities among students. However, until recently only a few technology-based learning media have been developed to accommodate the aforementioned…
Descriptors: Mathematics Instruction, Entrepreneurship, Teaching Methods, Instructional Effectiveness
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Emre Zengin; Yasemin Karal – International Journal of Assessment Tools in Education, 2024
This study was carried out to develop a test to assess algorithmic thinking skills. To this end, the twelve steps suggested by Downing (2006) were adopted. Throughout the test development, 24 middle school sixth-grade students and eight experts in different areas took part as needed in the tasks on the project. The test was given to 252 students…
Descriptors: Grade 6, Algorithms, Thinking Skills, Evaluation Methods
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Kim, Yoon Jeon; Knowles, Mariah A.; Scianna, Jennifer; Lin, Grace; Ruipérez-Valiente, José A. – British Journal of Educational Technology, 2023
Game-based assessment (GBA), a specific application of games for learning, has been recognized as an alternative form of assessment. While there is a substantive body of literature that supports the educational benefits of GBA, limited work investigates the validity and generalizability of such systems. In this paper, we describe applications of…
Descriptors: Learning Analytics, Validity, Generalizability Theory, Game Based Learning
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Melati Khoirunnisya – International Society for Technology, Education, and Science, 2023
The research aimed to know the result of validity, practicality, and effectiveness of products from the development of games-based learning media in terms of students' mathematical reasoning in three-dimensional shapes. The type of research and development referred to ADDIE model which included five stages, namely analysis, design, development,…
Descriptors: Game Based Learning, Mathematics Instruction, Teaching Methods, Teacher Attitudes
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Qiao, Shen; Chu, Samuel Kai Wah; Shen, Xiaoai; Yeung, Susanna Siu-sze – Journal of Computer Assisted Learning, 2022
Background: Morphological awareness (MA) is the awareness and ability to manipulate morphemes, the smallest units of meaning in a language. It is identified as a strong cognitive precursor of word reading and reading comprehension. The current MA instructions are limited to classroom settings and delivered by teachers or experimenters. Few studies…
Descriptors: Middle School Students, English (Second Language), Second Language Learning, Game Based Learning
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Allison Liu; Jenny Yun-Chen Chan; Ji-Eun Lee; Lauren E. Decker-Woodrow; Shihfen Tu; Adam Sales; Craig A. Mason – Grantee Submission, 2022
The current study investigated how prior knowledge moderated the effects of three educational technologies ("From Here to There," "DragonBox 12+," and problem sets in "ASSISTments") on seventh-grade students' later algebraic knowledge. Pretest scores only moderated effects of "From Here to There," with…
Descriptors: Prior Learning, Program Effectiveness, Game Based Learning, Intervention
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Sowell, Marsha – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2020
Since 2007, escape rooms have become increasingly popular in mainstream society. The heightened sense of urgency felt when participating in escape games, united with the possibility of engaging students both in academic and soft-skills has led teachers to add escape games to the list of game-based strategies increasingly used in classrooms.…
Descriptors: Game Based Learning, Problem Solving, Cooperative Learning, Middle School Students
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