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Showing 1 to 15 of 39 results Save | Export
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Nicolai Plintz; Dirk Ifenthaler – International Association for Development of the Information Society, 2024
This study aims to develop a preliminary model for the content validation of serious games, specifically to assess two cybersecurity games designed for children aged 8-13 years as part of the Erasmus+ project "SuperCyberKids". Using a scoping review of databases from pedagogy, psychology, and computer science, we identified current…
Descriptors: Computer Security, Educational Games, Computer Uses in Education, Game Based Learning
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Yiqiu Zhou; Luc Paquette – International Educational Data Mining Society, 2024
Extensive research underscores the importance of stimulating students' interest in learning, as it can improve key educational outcomes such as self-regulation, collaboration, problem-solving, and overall enjoyment. Yet, the mechanisms through which interest manifests and impacts learning remain less explored, particularly in open-ended game-based…
Descriptors: Video Games, Game Based Learning, Technology Uses in Education, Student Interests
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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
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Halim Acosta; Seung Lee; Bradford Mott; Haesol Bae; Krista Glazewski; Cindy Hmelo-Silver; James Lester – International Educational Data Mining Society, 2024
Collaborative game-based learning offers opportunities for students to participate in small group learning experiences that foster knowledge sharing, problem solving, and engagement. Student satisfaction with their collaborative experiences plays a pivotal role in shaping positive learning outcomes and is a critical factor in group success during…
Descriptors: Cooperative Learning, Game Based Learning, Learning Analytics, Prediction
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Thien Chi Do; Nuong To Huynh – International Society for Technology, Education, and Science, 2024
The aim of the study was to investigate English as a Foreign Language (EFL) students' perception of using Wordwall application in vocabulary memorization at a private university in the Mekong Delta of Vietnam. This study also explores the strengths and weaknesses of Wordwall application. The mixed-method design was used in this study. The…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, Memorization
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Tianyu Ma; Jennifer Beth Kahn; Lisa Aileen Hardy; Sarah C. Radke – AERA Online Paper Repository, 2024
This paper reports on systematic literature review that examined learning theories and data collection and analysis methods used to study game-based learning in research on educational digital games for K-12 populations. Through electronic database, hand, and ancestral searches, we identified 25 empirical studies (29 educational games) published…
Descriptors: Data Collection, Data Analysis, Elementary Secondary Education, Educational Games
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Cristina Rebollo; Anna Tonda; Cristina Sorlí; Inmaculada Remolar – International Association for Development of the Information Society, 2024
The traditional learning method can be a challenging activity if the students are children with ADHD. There are studies that indicate that educational video games enhance the learning process in children. To objectively validate the aforementioned claim, this study aims to analyze and compare the brain waves activity of children with ADHD while…
Descriptors: Video Games, Educational Games, Teaching Methods, Students with Disabilities
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Ping Geng; Daniel Shen – International Society for Technology, Education, and Science, 2024
Despite the rapid advancement of virtual reality (VR) and its integration into educational settings, the adoption of metaverse learning platforms often encounters challenges. These include technical limitations and a lack of understanding of how these platforms impact learning effectiveness and user engagement. Previous studies have revealed mixed…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Technology Integration
Hem Chand Dayal; Krishan Kumar; Sashi Sharma – Mathematics Education Research Group of Australasia, 2024
Probability requires teaching approaches that allow children to predict, observe and experiment with concreate materials, games and simulations. In this study, we explored one teacher's beliefs and practices of teaching probability using game-based approaches. We employed a design-based research approach to explore how our case study teacher…
Descriptors: Foreign Countries, Probability, Teaching Methods, Statistics Education
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Cam Nguyen Thuy Phan; Anh Ngoc Phuong Tran – International Society for Technology, Education, and Science, 2024
The goal of this classroom action study is to increase the vocabulary of Vietnamese EFL university students by utilizing Kahoot! in the teaching and learning process. Eleven undergraduate Vietnamese students majoring in Information Technology in a university in the south of Vietnam took part in the study. The two-cycle Kemmis and McTaggart (1988)…
Descriptors: Foreign Countries, Vocabulary, English (Second Language), Second Language Learning
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Allison Liu; Jenny Yun-Chen Chan; Ji-Eun Lee; Lauren E. Decker-Woodrow; Shihfen Tu; Adam Sales; Craig A. Mason – Grantee Submission, 2022
The current study investigated how prior knowledge moderated the effects of three educational technologies ("From Here to There," "DragonBox 12+," and problem sets in "ASSISTments") on seventh-grade students' later algebraic knowledge. Pretest scores only moderated effects of "From Here to There," with…
Descriptors: Prior Learning, Program Effectiveness, Game Based Learning, Intervention
James Russo; Anne Roche – Mathematics Education Research Group of Australasia, 2024
In this paper we explored primary school teachers preference for different game modes to support mathematics teaching and learning. Eighty-four teachers played digital and non-digital addition and subtraction games that were functionally equivalent during professional learning workshops. Most teachers indicated that they would be more likely to…
Descriptors: Foreign Countries, Elementary School Mathematics, Elementary School Teachers, Professional Development
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Robert Jesiolowski; Monique Jesiolowski – International Society for Technology, Education, and Science, 2023
Today more than ever before, we have access to new technologies which provide unforeseen opportunities for educators to pursue new innovations in online education. Pursuing innovation is a complex process! It starts with an idea, but that needs to be coupled with the right team of experts willing to take big risks and put in the hard work to build…
Descriptors: Game Based Learning, Computer Games, Educational Games, Artificial Intelligence
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Esterhuizen, Joshua; Drevin, Günther; Snyman, Dirk; Drevin, Lynette – International Association for Development of the Information Society, 2022
Education is shifting towards a more technology focused mode of delivery, or at least combining technology use with standard methods. A potential effect of this could be the introduction and use of games in classrooms. This study looks at the possibility of adapting various domains of knowledge into digital games referred to as serious games. The…
Descriptors: Gamification, Educational Games, Game Based Learning, Technology Uses in Education
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Gatti Junior, Wilian; Marasco, Emily; Kim, Beaumi; Behjat, Laleh – Papers on Postsecondary Learning and Teaching, 2020
Design thinking is an important concept presented in entrepreneurship education. However, the cognitive aspect of design thinking has been neglected by business teaching and learning practices. The aim of this paper is to present a game-based pedagogy to support the cognitive aspect of design thinking and to promote this approach as an alternative…
Descriptors: Design, Entrepreneurship, Business Administration Education, Game Based Learning
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