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Lozano, Adrian S.; Canlas, Reister Justine B.; Coronel, Kimberly M.; Canlas, Justin M.; Duya, Jerico G.; Macapagal, Regina C.; Dungca, Ericson M.; Miranda, John Paul P. – Online Submission, 2023
Purpose: The purpose of this study is to develop a game-based mobile application to help learners practice mathematical patterns and structures. Method: The study followed a mixed-method research design and prototyping methodology to guide the study in developing the mobile application. An instrument based on the Octalysis framework was developed…
Descriptors: Game Based Learning, Mathematics Instruction, Teaching Methods, Telecommunications
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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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Pombo, Lúcia; Marques, Margarida M. – Education Sciences, 2021
Mobile augmented reality games (MARGs) can be leveraged for educational purposes, as there are several examples in the literature revealing their educational value. The supporting technologies for MARGs' implementation in education are increasingly pervasive and popular, so it is time for their adoption in teacher practices. However, the…
Descriptors: Guidelines, Inservice Teacher Education, Teacher Workshops, Elementary School Teachers
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Vallorani, Cecilia Maria; Gibert, Isabel; Tuffnell, Christopher – International Journal of Mobile and Blended Learning, 2022
This study examines the use of gamification as an innovative assessment approach to foreign language learning with 12-14-year-old students. A mixed methodology has been applied. Quantitative data have been collected from formative non-gamified and gamified assessments. Qualitative data was collected from a student questionnaire. The results were…
Descriptors: Second Language Learning, Second Language Instruction, Computer Games, Game Based Learning