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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
A Movement-Integration Approach for the Comprehension of Punctuation Marks in Students with Dyslexia
F. Topouzeli; E. Konstantinidou; C. Evaggelinou; V. Barkoukis; E. Fotiadou – Journal of Research in Special Educational Needs, 2025
Embodied cognition and movement-integration (MI) in classroom settings attract the interest of researchers and practitioners. The purpose of this six-week pilot study was to investigate the feasibility and acceptability of a MI approach (PunMoves) focusing on the comprehension of punctuation marks in reading, which was implemented in 12…
Descriptors: Reading Comprehension, Punctuation, Dyslexia, Cognitive Processes
Samira Syal; John L. Nietfeld – Journal of Educational Psychology, 2024
A growing body of research suggests that comprehension of expository texts presented digitally is a challenging endeavor, particularly for children. Many reading interventions, both from traditional classroom settings and computer-based contexts, have focused on much needed strategy instruction but have simultaneously neglected a focus on…
Descriptors: Game Based Learning, Grade 5, Reading Comprehension, Reading Motivation
Kaisar Tursyngozhayev; Nusret Kavak; Nurlan K. Akhmetov – Journal of Chemical Education, 2024
The teaching and learning of chemistry can be challenging due to the complex and abstract nature of the subject matter. Traditional methods of instruction often struggle to engage students and facilitate an understanding of essential chemical concepts. To address this, an innovative card game, "Compound Chain", was developed and…
Descriptors: Chemistry, Science Instruction, Game Based Learning, Games
Haarman, Susan – Philosophical Studies in Education, 2022
The efficacy of tabletop role-playing games (RPGs) as an educational and therapeutic asset in schools has been extensively studied, with many middle and high schools employing these games as extracurricular activities because of their positive impact around identity formation, empathy, and social skills. More recent iterations of tabletop RPGs are…
Descriptors: Role Playing, Game Based Learning, Teaching Methods, Story Telling
Bhatia, Parnika; Le Diagon, Sarah; Langlois, Emma; William, Melissa; Prado, Jérôme; Gardes, Marie-Line – Journal of Computer Assisted Learning, 2023
Background: Digital game-based learning is gaining increased attention from both researchers and educators for improving mathematics instruction. However, the evidence for game-based learning is mixed and research with rigorous research design and analyses are limited. Objective: Here, in a pre-registered randomized controlled study, we…
Descriptors: Fractions, Mathematics Instruction, Comparative Analysis, Game Based Learning
Eva Fidia Lestari; Masagus Firdaus; Hanni Yukamana – Journal of English Teaching, 2024
The pandemic has affected many aspects of our lives including education and that has caused the Government to provide alternative teaching methods and make recommendations for online learning. Since smartphones and laptops using the internet are the only tools for learning, students are increasingly playing online games and being exposed to…
Descriptors: Grade 7, Computer Games, Video Games, Game Based Learning
Gonca Eren; Dilek Yaliz Solmaz; Dilruba Kurum Yapicioglu – Journal of Theoretical Educational Science, 2024
Although the written physical education curriculum is the same throughout the country, the implementation phase in schools differs from each other. Hence the purpose of this study is to examine the implementation process of the 5th-grade physical education and sports curriculum (2018) in different school contexts. Case study pattern was used. The…
Descriptors: Physical Education, Grade 5, Curriculum, Physical Education Teachers
Asli Bahar Ivgin; Hakan Akcay – International Journal of Technology in Education, 2024
Game-based learning has attracted great interest in science education as an effective way to increase student achievement. Most studies in this field have focused on digital or non-digital games. In the literature, some studies generally compare educational games with traditional teaching methods. More studies need to be conducted to compare the…
Descriptors: Educational Games, Middle School Students, Science Achievement, Game Based Learning
Caitlin Cole; Roberto H. Parada; Erin Mackenzie – Journal of Research on Technology in Education, 2024
Video games are an established part of popular culture, and frequently used in educational settings worldwide. There is now a substantive body of research suggesting positive outcomes of their use in classrooms. In spite of this, there is a dearth of research synthesizing the outcomes of these studies. This is particularly so in relation to the…
Descriptors: Elementary School Students, Middle School Students, High School Students, Video Games
Christopher Ortega; Angelica Rose Agregado; Earl Xander Gabas; Cheerielyn Amado; Jilbrix Kyle Magno; Arnel Guerrero; Romes Gabriel Alaon; Mark Anthony R. Aribon III – Interactive Learning Environments, 2024
Learning history is vital for students' intellectual, spiritual, emotional, and physical development. Students perceive history subject as difficult and boring because they must memorize facts and understand those facts, concepts, time, and historical events. Interactive multimedia can increase students' enthusiasm and make the teaching and…
Descriptors: Game Based Learning, Educational Games, Usability, Instructional Materials
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
Aura, Isabella; Järvelä, Simo; Hassan, Lobna; Hamari, Juho – Journal of Educational Research, 2023
This study examines the effects of a role-play-based pedagogical method in Finland on the twenty-first century skills propensity among 6th graders (12-year-olds). The approach entails a simulation of a society in a gamified learning environment as part of their formal education. Structural Equation Modeling was employed to analyze the students' (N…
Descriptors: Role Playing, 21st Century Skills, Teaching Methods, Grade 6
Sasithida Saraiwang; Kanoknate Worawong – PASAA: Journal of Language Teaching and Learning in Thailand, 2023
This study aimed to determine the effects of a teaching model combining Task-Based Learning (TBL) and Game-Based Learning (GBL), called the Orientation Performance Presentation Analysis Application (OPPAA) model, developed by the researchers, on primary students' English proficiency and to explore teachers' and students' opinions of the model. The…
Descriptors: Task Analysis, Teaching Methods, Game Based Learning, English (Second Language)
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