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Showing 1 to 15 of 18 results Save | Export
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Jiawen Liu; Rustam Shadiev; Mei Cao – Education and Information Technologies, 2025
Integrating digital games into learning about digital citizenship has garnered significant attention. While digital game-based learning has the potential to enhance learners' academic performance, engagement, and motivation, these games often focus on specific aspects of digital citizenship education and lack systematic design approaches.…
Descriptors: Computer Games, Educational Games, Game Based Learning, Citizenship Education
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Kun Huang; Ching-Huei Chen – Journal of Computer Assisted Learning, 2025
Background: Digital game-based learning (DGBL) has shown promise in enhancing learning and motivation, with appropriate scaffolding playing a crucial role in facilitating student inquiries and knowledge acquisition through science games. While scaffolding is generally effective in promoting learning in DGBL, there is variability among different…
Descriptors: Video Technology, Educational Technology, Artificial Intelligence, Computer Mediated Communication
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Lin, Cheng-Ta – Turkish Online Journal of Educational Technology - TOJET, 2023
A purposive sampling was conducted with 109 students from Anding elementary school, Taiwan. First, we found perceived ease of learning, enjoyment, self-efficacy, social interaction and learning attitude have significant differences between integrated teaching approach and Spoon-feeding instruction in this study. Second, the research framework has…
Descriptors: Computer Assisted Instruction, Elementary School Students, Difficulty Level, Student Attitudes
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Rahimi, Seyedahmad; Shute, Valerie; Zhang, Qian – International Journal of Technology in Education and Science, 2021
Persistence is an important part of student success--both in and out of school. To enhance persistence, we first need to assess it accurately. Digital games can be used as vehicles for measuring and enhancing persistence. The purpose of this study is to test the effects of (a) game-level characteristics (i.e., game mechanics and conceptual…
Descriptors: Educational Games, Computer Games, Game Based Learning, Problem Solving
Rahimi, Seyedahmad; Shute, Valerie; Zhang, Qian – Grantee Submission, 2021
Persistence is an important part of student success--both in and out of school. To enhance persistence, we first need to assess it accurately. Digital games can be used as vehicles for measuring and enhancing persistence. The purpose of this study is to test the effects of (a) game-level characteristics (i.e., game mechanics and conceptual…
Descriptors: Educational Games, Computer Games, Game Based Learning, Problem Solving
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Nurnberger-Haag, Julie; Wernet, Jamie L.; Benjamin, Judy I. – International Journal of Education in Mathematics, Science and Technology, 2023
Games are often used to foster student engagement and motivation to learn content, such as mathematics. Although digital games dominate game-based learning research, the table games commonly used in classrooms warrant investigation. Especially for mathematics learning, prior research has not taken into account content-specific frameworks. Integer…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Learner Engagement
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Tucker, Stephen I.; Moyer-Packenham, Patricia S. – International Journal of Mathematical Education in Science and Technology, 2021
This study examines the construct of distance -- the degree of difficulty of interacting with something -- as part of activity involving children using touchscreen digital games to learn mathematics. Ten fifth-grade children engaged in video-recorded semi-structured task-based interviews in which they used two touchscreen digital mathematics games…
Descriptors: Computer Games, Mathematics Instruction, Video Technology, Task Analysis
Deborah K. Reed; Emily Martin; Eliot Hazeltine; Bob McMurray – Journal of Special Education Technology, 2020
To inform the development of gamified assessments, this study explored how students with or at risk for reading difficulties in Grades 6-8 (N = 202) perceived and interacted with a decoding assessment designed with gamification characteristics. Three data sources enhanced the methodological triangulation: observations and scores from testing,…
Descriptors: Student Attitudes, Game Based Learning, Reading Tests, Reading Difficulties
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Nguyen, Huy Anh; Hou, Xinying; Stamper, John; McLaren, Bruce M. – International Educational Data Mining Society, 2020
A challenge in digital learning games is assessing students' learning behaviors, which are often intertwined with game behaviors. How do we know whether students have learned enough or needed more practice at the end of their game play? To answer this question, we performed post hoc analyses on a prior study of the game "Decimal Point,"…
Descriptors: Computer Games, Educational Games, Game Based Learning, Instructional Effectiveness
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Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin – Computer Assisted Language Learning, 2021
Remote association requires players to use their mental transformation to identify objects' relationships by activating knowledge application. A Chinese Remote Association game was designed (example question: [characters omitted], where the answer is [character omitted]) to explore learners' cognitive and affective effects, and then eighth grade…
Descriptors: Computer Games, Grade 8, Telecommunications, Handheld Devices
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Dohn, Niels Bonderup – British Journal of Educational Technology, 2020
The ability to code computer programs is considered an important part of literacy in today's society. This paper reports from a case study in two sixth-grade classes where Scratch coding was part of six mathematics lessons. The aim of the study was to investigate how Scratch coding affected students' interest development in coding and in…
Descriptors: Coding, Secondary School Students, Mathematics Instruction, Student Interests
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Tsai, Fu-Hsing; Hsu, I.-Ying – Journal of Baltic Science Education, 2020
This research aimed to develop a computer detective game for science education to provide students in experiencing real-world problem-solving after learning electricity-related knowledge, and to explore the effects of designing the guidance of process constraints and prompts into this game. To explore the effects of guidance, two different game…
Descriptors: Computer Games, Game Based Learning, Guidance, Problem Solving
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Chu, Hui-Chun; Wang, Chun-Chieh; Wang, Lin – Educational Technology & Society, 2019
EFL (English as a foreign language) students usually learn by rote when they study English grammar. They usually memorize all the grammar rules mechanically instead of learning grammar in a structured way. Researchers have suggested that students can internalize knowledge via using knowledge construction tools and collaborated learning activities.…
Descriptors: Instructional Effectiveness, Concept Mapping, Cooperative Learning, Game Based Learning
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Mastorodimos, Dimitrios; Chatzichristofis, Savvas A. – Journal of Educational Technology Systems, 2019
Students face difficulties in learning mathematical processes. As a result, they have negative emotions toward mathematics. The use of technology is employed to change the student's attitude toward mathematics. Some methods utilize intelligent tutoring systems to recognize student's emotional state and adapt the learning process accordingly. These…
Descriptors: Mathematics Instruction, Mathematical Concepts, Intelligent Tutoring Systems, Learning Processes
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van der Ven, Sanne H. G.; Klaiber, Jonathan D.; van der Maas, Han L. J. – Educational Psychology, 2017
Writing down spoken number words (transcoding) is an ability that is predictive of math performance and related to working memory ability. We analysed these relationships in a large sample of over 25,000 children, from kindergarten to the end of primary school, who solved transcoding items with a computer adaptive system. Furthermore, we…
Descriptors: Short Term Memory, Foreign Countries, Mathematics, Mathematics Instruction
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