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Showing all 13 results Save | Export
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Chun-Hsin Kuo; Meng-Jun Chen; Robasa Nababan; Hsiao-Ching She – IEEE Transactions on Learning Technologies, 2024
Game-based learning (GBL) has long been recognized as an effective way to engage students in learning through games, but little emphasis has been placed on scaffolding support for students, which hinders their learning. Therefore, our design of Space Adventure GBL ties games closely to scaffolds at every stage and investigates what role games and…
Descriptors: Game Based Learning, Scaffolding (Teaching Technique), Grade 8, Instructional Effectiveness
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Wenyi Lu; Joseph Griffin; Troy D. Sadler; James Laffey; Sean P. Goggins – Journal of Learning Analytics, 2025
Game-based learning (GBL) is increasingly recognized as an effective tool for teaching diverse skills, particularly in science education, due to its interactive, engaging, and motivational qualities, along with timely assessments and intelligent feedback. However, more empirical studies are needed to facilitate its wider application in school…
Descriptors: Game Based Learning, Predictor Variables, Evaluation Methods, Educational Games
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Hong, Jon-Chao; Hwang, Ming-Yueh; Hsu, Hui-Ting; Tai, Kai-Hsin – Journal of Research on Technology in Education, 2023
Gestalt perception relates to inferring a holistic scene from separate elements. Using this theory, an application game named Gestalt Puzzle was designed for students to play by recognizing a few parts of an image to reason the whole image of a particular object. Cognitive style can be divided into field independence (FI) and field dependence (FD)…
Descriptors: Game Based Learning, Self Efficacy, Anxiety, Cognitive Style
Jenny Yun-Chen Chan; Chloe Byrne; Janette Jerusal; Allison S. Liu; Justin Roberts; Erin Ottmar – Grantee Submission, 2023
Prior research has shown that game-based learning tools, such as DragonBox 12+, support algebraic understanding and that students' in-game progress positively predicts their later performance. Using data from 253 seventh-graders (12-13 years old) who played DragonBox as a part of technology intervention, we examined (a) the relations between…
Descriptors: Game Based Learning, Educational Games, Problem Solving, Mathematics Achievement
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Jenny Yun-Chen Chan; Chloe Byrne; Janette Jerusal; Allison S. Liu; Justin Roberts; Erin Ottmar – British Journal of Educational Technology, 2023
Prior research has shown that game-based learning tools, such as DragonBox 12+, support algebraic understanding and that students' in-game progress positively predicts their later performance. Using data from 253 seventh-graders (12-13 years old) who played DragonBox as a part of technology intervention, we examined (a) the relations between…
Descriptors: Game Based Learning, Educational Games, Problem Solving, Mathematics Achievement
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Kärki, Tomi; McMullen, Jake; Lehtinen, Erno – Educational Studies in Mathematics, 2022
Rational number knowledge is a crucial feature of primary school mathematics that predicts students' later mathematics achievement. Many students struggle with the transition from natural number to rational number reasoning, so novel pedagogical approaches to support the development of rational number knowledge are valuable to mathematics…
Descriptors: Number Concepts, Elementary School Mathematics, Elementary School Students, Predictor Variables
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Min, Wookhee; Frankosky, Megan H.; Mott, Bradford W.; Rowe, Jonathan P.; Smith, Andy; Wiebe, Eric; Boyer, Kristy Elizabeth; Lester, James C. – IEEE Transactions on Learning Technologies, 2020
A distinctive feature of game-based learning environments is their capacity for enabling stealth assessment. Stealth assessment analyzes a stream of fine-grained student interaction data from a game-based learning environment to dynamically draw inferences about students' competencies through evidence-centered design. In evidence-centered design,…
Descriptors: Game Based Learning, Student Evaluation, Artificial Intelligence, Models
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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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Allison S. Liu; Kirk Vanacore; Erin Ottmar – Grantee Submission, 2022
Feedback in educational technologies can teach and engage students in math, but questions remain on how to present failure feedback that supports positive learning behaviors. We explore how error- and reward-based feedback influenced students' choices to replay completed problems in "From Here to There!," a math game-based educational…
Descriptors: Educational Technology, Technology Uses in Education, Feedback (Response), Failure
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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
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Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2018
For the forty-first time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Kansas City, Missouri. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains twenty-seven…
Descriptors: Instructional Design, Educational Technology, Technology Uses in Education, Higher Education
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Lynch, Collin F., Ed.; Merceron, Agathe, Ed.; Desmarais, Michel, Ed.; Nkambou, Roger, Ed. – International Educational Data Mining Society, 2019
The 12th iteration of the International Conference on Educational Data Mining (EDM 2019) is organized under the auspices of the International Educational Data Mining Society in Montreal, Canada. The theme of this year's conference is EDM in Open-Ended Domains. As EDM has matured it has increasingly been applied to open-ended and ill-defined tasks…
Descriptors: Data Collection, Data Analysis, Information Retrieval, Content Analysis