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Mehmet Oguz Göle; Zeynep Fulya Temel – Journal of Theoretical Educational Science, 2024
This study examines the effects of digital game-based and different educational programs on the phonological awareness skills of 60-72-month-old children. The study group of the research consists of 60-72-month-old children studying in kindergartens affiliated with primary schools. The study group was divided into three experimental groups and one…
Descriptors: Kindergarten, Elementary Schools, Game Based Learning, Phonological Awareness
Ibrahim Bilginer; Kerim Koral; Elif Çelebi Öncü; Esra Ünlüer – Online Submission, 2024
The objective of this study is to ascertain the impact of the Gametics Game Program on the visual perception and attention levels of third-grade primary school students. The participants in this study were third-grade students enrolled in primary school in Kocaeli. This study employed a pretest-posttest control group experimental design. The…
Descriptors: Visual Perception, Attention, Grade 3, Elementary School Students
Erbilgin, Evrim; Macur, Gregory Michael Adam – Journal on Mathematics Education, 2022
Solving arithmetic word problems has been a challenge for primary students due to difficulties in understanding the problem structure and relating the quantities in the problem to each other. This paper reports on an action research study to enhance students' subtraction word problem-solving skills. The authors observed that their students had…
Descriptors: Game Based Learning, Subtraction, Grade 2, Grade 3
Arkan, Zeynep – Education Quarterly Reviews, 2022
In this study, games were prepared that will contribute to improving the vocabulary of children learning Arabic. Considering the target audience, it is known that game techniques and word teaching offer a fun and lively course environment and increase the motivation of the student. In this study, qualitative research methods were used. Document…
Descriptors: Game Based Learning, Semitic Languages, Second Language Instruction, Vocabulary Development
Can, Derya – Journal of Theoretical Educational Science, 2020
The aim of this study is to examine the games in ABCya (https://www.abcya.com/) based on the learning trajectories for the development of number concept. To achieve this aim in the study it was examined which ABC educational game application support the learning trajectory and the development level related to number concept of games. This research…
Descriptors: Concept Formation, Number Concepts, Computer Games, Educational Games
Hazar, Esin – Online Submission, 2020
It has been an educational policy for the Turkish educational authorities to teach English as a foreign language from early ages of children. This research attempts to determine the role of digital games on enhancing English vocabulary and to compare games with pen and paper practices. For this purpose, digital games on EBA (Education Informatics…
Descriptors: Video Games, Vocabulary Development, English (Second Language), Second Language Learning
Asigigan, Sera Iyona; Samur, Yavuz – International Journal of Education in Mathematics, Science and Technology, 2021
The aim of this research is to examine the effect of gamified STEM activities on 3rd and 4th grade students' intrinsic motivation, perception of problem-solving skills, and critical thinking disposition. In this mixed method study, problem solving skills perception scale, critical thinking disposition instrument and intrinsic motivation inventory…
Descriptors: Game Based Learning, STEM Education, Student Motivation, Critical Thinking
Gokbulut, Bayram – World Journal on Educational Technology: Current Issues, 2020
In the digital age, where technology is developing rapidly, there is a need for technology and game-based e-learning environments that students appreciate instead of traditional instruction. Interactive Web 2.0 tools can be utilised to develop e-learning environments. In this study, Kahoot and Mentimeter applications, interactive and game-based…
Descriptors: Instructional Effectiveness, Game Based Learning, Electronic Learning, Web 2.0 Technologies
Türk, Asena; Akcanca, Nur – Journal of Educational Leadership and Policy Studies, 2021
It is a controversial issue that magnetism is an interesting topic for children but also the concept is too abstract for the preschoolers. In this study, an action research is conducted that examines whether the designed intervention program based on STEM can be beneficial for 5-6 years old children to learn more about the specific features of the…
Descriptors: STEM Education, Kindergarten, Preschool Children, Curriculum Implementation
Ramo Akgun, Nergis; Girgin, Derya – Educational Policy Analysis and Strategic Research, 2019
The primary role of NTC (Nikola Tesla Center) is to use new discoveries in the field of neurology in classrooms and in everyday life. This learning program consists of various activities and games for children. This experimental research was carried out in one government primary school in Canakkale, Turkey. 27 students from the third grade (17…
Descriptors: Foreign Countries, Public Schools, Learning Activities, Children
Ilhan, Aziz – SAGE Open, 2021
The present study aimed to investigate the effects of geometry instruction activities conducted in nature based on modeling, game-based, and cooperative learning methods on achievement, mathematical motivation, and visual mathematical literacy perceptions of third-grade elementary school students. The present study is a quantitative study…
Descriptors: Game Based Learning, Mathematical Models, Cooperative Learning, Mathematics Achievement
Türkoglu, Bengü – International Journal of Progressive Education, 2019
This study aimed to examine the influence of the 'Board Game Based Cognitive Training Programme' (BGBCTP) on the cognitive development of the second and third graders among primary school children. BGBCTP is based on educational board games for second and third graders and aims to help them develop cognitive skills. Mixed method was used and it…
Descriptors: Instructional Effectiveness, Game Based Learning, Cognitive Development, Elementary School Students
Bozkur, Eyüp – International Journal of Progressive Education, 2019
Values are concepts that influence and direct individuals' behaviors. Because values directly influence society's structure, values education also takes an important place. Both children's games and values education have a structure that can diversify values education and make it entertaining during learning. In this study, it was aimed to reveal…
Descriptors: Values Education, Educational Games, Teacher Attitudes, Computer Games