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Showing 1 to 15 of 58 results Save | Export
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Sheng-Yi Wu; Yu-Sheng Su – Asia Pacific Education Review, 2025
Education on computational thinking skills has been a focus in many countries. Previous studies have investigated educational board games based on computational thinking skills. However, there is a lack of research on the cognitive behaviors and cognitive styles promoted by these educational board games. Therefore, in this study, educational board…
Descriptors: Outcomes of Education, Computation, Thinking Skills, Educational Games
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Toukiloglou, Pavlos; Xinogalos, Stelios – Journal of Educational Computing Research, 2023
Serious games are a growing field in academic research and they are considered an effective tool for education. Game-based learning invokes motivation and engagement in students resulting in effective instructional outcomes. An essential aspect of a serious game is the method of support for presenting the teaching material and providing feedback.…
Descriptors: Educational Games, Programming, Sequential Learning, Cognitive Processes
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Kai-Hsiang Yang; Hui-Chun Chu; Gwo-Jen Hwang; Tzu-Jung Liu – Educational Technology Research and Development, 2025
Digital game-based learning (DGBL) has emerged as an effective strategy to enhance students' learning effectiveness. Concept mapping, recognized as a valuable tool for knowledge construction, has been widely implemented in educational settings. However, research indicates challenges when integrating concept maps into games, particularly when the…
Descriptors: Concept Mapping, Computer Games, Educational Games, Mathematics Education
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Yi-Shiuan Chou; Huei-Tse Hou; Kuo-En Chang – Education and Information Technologies, 2024
The trend in history education is gradually emphasizing the development of historical thinking and collaborative problem-solving skills, which are expected to enhance the breadth and depth of learners' thinking. The integration of game-based learning with collaborative problem-solving activities designed for historical thinking is expected to help…
Descriptors: History Instruction, Instructional Effectiveness, Behavior Patterns, Cognitive Processes
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Kula, Sultan Selen – International Journal of Research in Education and Science, 2021
This study aimed to determine the views of classroom teachers about mind games in Turkey and a survey model was used. The research was carried out with the phenomenological design from qualitative research methods. Thirty-one primary school teachers were selected by the criterion sampling method which is one of the purposeful sampling methods. In…
Descriptors: Educational Games, Cognitive Processes, Teacher Attitudes, Foreign Countries
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Moon, Jewoong; Ke, Fengfeng; Sokolikj, Zlatko; Dahlstrom-Hakki, Ibrahim – Journal of Learning Analytics, 2022
Using multimodal data fusion techniques, we built and tested prediction models to track middle-school student distress states during educational gameplay. We collected and analyzed 1,145 data instances, sampled from a total of 31 middle-school students' audio- and video-recorded gameplay sessions. We conducted data wrangling with student gameplay…
Descriptors: Learning Analytics, Stress Variables, Educational Games, Middle School Students
Jenny Yun-Chen Chan; Erin R. Ottmar; Hannah Smith; Avery H. Closser – Grantee Submission, 2022
To efficiently solve mathematical expressions and equations, students need to notice the systemic structure of mathematical expressions (e.g., inverse relation between 3 and 3 in 3 + 5 - 3). We examined how symbols--specifically variables versus numbers--and students' algebraic knowledge impacted seventh graders' problem-solving strategies and use…
Descriptors: Problem Solving, Algebra, Symbols (Mathematics), Knowledge Level
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Buchner, Josef; Rüter, Martina; Kerres, Michael – Research and Practice in Technology Enhanced Learning, 2022
In this study, we investigated whether playing an escape room game after explicit instruction (instruction-first group, N = 20) is more effective to learn about copyright and media law than playing the game before explicit instruction (problem-solving-first group, N = 21). This is an important question as escape room games are complex,…
Descriptors: Educational Games, Instructional Effectiveness, Copyrights, Mass Media
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Chou, Yi-Shiuan; Hou, Huei-Tse; Chang, Kuo-En; Su, Chien-Lun – Interactive Learning Environments, 2023
This study proposed a cognitive-based game mechanism based on the revised Bloom's taxonomy of cognitive processing dimensions. Moreover, a mobile Chinese history educational game, Void Broken: The Qing Dynasty, was developed based on the cognitive-based game mechanism to promote learners' cognitive thinking in history learning. This empirical…
Descriptors: Cognitive Processes, Handheld Devices, Electronic Learning, Thinking Skills
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Demetrios G. Sampson, Editor; Dirk Ifenthaler, Editor; Pedro Isaías, Editor – International Association for Development of the Information Society, 2024
These proceedings contain the papers of the 21st International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2024), held in Zagreb, Croatia, from 26 to 28 October 2024 and organized by the International Association for Development of the Information Society (IADIS). The CELDA conference aims to address the main issues…
Descriptors: Cognitive Processes, Cognitive Psychology, Computer Uses in Education, Technology Uses in Education
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Lee, Sungwoong; Ke, Fengfeng – Journal of Computer Assisted Learning, 2019
A promising method to support game-based learning is to facilitate learners' externalization of cognitive and metacognitive processes. Externalizing Problem Representation (EPR) refers to a cognitive behaviour in which a learner constructs her own representations overtly. The purpose of this study is to investigate whether learning supports…
Descriptors: Teaching Methods, Computer Assisted Instruction, Mathematical Concepts, Computer Games
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Demirel, Turgay; Karakus Yilmaz, Turkan – British Journal of Educational Technology, 2019
The goal of this study is to determine the effectiveness of mind games played by secondary school sixth grade students as classroom activities in math and grammar courses on their perceived problem-solving skills and achievements. In the quantitative part of the study, the nonequivalent groups pre-test--post-test control group design from…
Descriptors: Problem Solving, Secondary School Students, Teaching Methods, Foreign Countries
Lee, Sungwoong – ProQuest LLC, 2016
Reports and surveys by the U.S. government and international organizations have repeatedly acknowledged the achievement problem in math in K-12 regardless of various efforts (e.g., by the U.S. Department of Education) to diminish it. To address the problem in math achievement in K-12, teachers, scholars, and the U.S. government have developed…
Descriptors: Mathematics Achievement, Elementary Secondary Education, Intervention, Video Games
Miwa, Kazuhisa; Kojima, Kazuaki; Terai, Hitoshi – International Association for Development of the Information Society, 2014
Tutoring systems provide students with various types of on-demand and context-sensitive hints. Students are required to consciously adapt their help-seeking behavior, proactively seek help in some situations, and solve problems independently without supports in other situations. We define the latter behavior as stoic behavior in hint seeking. In…
Descriptors: Help Seeking, Student Behavior, Cues, Goal Orientation
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Liu, Min; Rosenblum, Jason A.; Horton, Lucas; Kang, Jina – Computers in the Schools, 2014
Given the growing popularity of digital games as a form of entertainment, educators are interested in exploring using digital games as a tool to facilitate learning. In this study, we examine game-based learning by describing a learning environment that combines game elements, play, and authenticity in the real world for the purpose of engaging…
Descriptors: Educational Games, Computer Games, Educational Environment, Educational Needs
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