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Eyupoglu, Tayyibe Fulya – ProQuest LLC, 2023
The current study aimed to contribute to the literature by implementing an intervention that examines the effects of explicit metacognitive strategy training and prompts embedded within a Game-Based Learning Environment (GBLE), "Missions with Monty," on metacognitive monitoring accuracy, game performance, and science knowledge of…
Descriptors: Game Based Learning, Metacognition, Educational Games, Grade 5
Melissa Riley – ProQuest LLC, 2024
The purpose of this phenomenological study was to explore the adult students' perceptions of Game-Based Learning's mitigation of math anxiety in a STEM math course at a mid-sized university in Southeast Texas. The participants in this study included 11 students who identified as adult learners with math anxiety taught by the researcher in a STEM…
Descriptors: Student Attitudes, Game Based Learning, Mathematics Anxiety, Adult Students
Zhou, Ting – ProQuest LLC, 2019
The purpose of this study was to explore the variables that might affect the learning outcomes of a serious game for disaster preparedness. Literature review in the field has revealed a number of variables that might have effects on the learning outcome with serious games, including: prior knowledge, in game guidance, gaming frequency, and playing…
Descriptors: Emergency Programs, Educational Games, Game Based Learning, Instructional Effectiveness
Zikai Wen – ProQuest LLC, 2021
Drill and practice is a well-received approach to repeatedly train learners' skills through a series of exercises and to reward them with corrective feedback. However, drill-based training may not improve learners' performance if its exercises are badly designed (e.g., not fun, not relevant to the learning goal, and becoming too difficult or too…
Descriptors: Educational Games, Game Based Learning, Computer Games, Artificial Intelligence