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Showing all 14 results Save | Export
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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
Paoze Lee – ProQuest LLC, 2023
Students across the nation struggle with learning mathematics for a variety of reasons such as the abstract nature, there is only one correct answer and how math is foundational. With the recent increase in the use of digital programs, school districts across the nation have turned to digital math programs for math intervention and learning.…
Descriptors: Grade 3, Mathematics, Elementary School Mathematics, Game Based Learning
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Sardone, Nancy B. – Social Studies, 2023
Looking at the effects of globalization from numerous perspectives: economic, spatial, cultural, and environmental, it has become abundantly clear that today's students must possess geographic knowledge and associated skills to be prepared for civic life and informed decision-making. However, the current state of geographic proficiency among U.S.…
Descriptors: State Standards, Educational Games, Geography, Elementary School Students
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Kylie S. Flynn; Linlin Li; Chun-Wei Huang; Ruchita Patel; Kim Luttgen; Shuangting Yang; Eunice Chow – Grantee Submission, 2024
We used a cluster-randomized controlled trial to examine the impacts of a technology- and game-based social-emotional program, the "Adventures Aboard the S.S. GRIN" ("Adventures"), on students' social skills development. Eighty-eight third-grade classrooms (N = 1645 third-grade students) across four California public school…
Descriptors: Social Emotional Learning, COVID-19, Pandemics, Technology Uses in Education
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Linlin Li; Kylie Flynn; Chun-Wei Huang; Ruchita Patel; Kim Luttgen – Society for Research on Educational Effectiveness, 2023
Background/Context: Research has shown that students with strong social-emotional skills demonstrate greater motivation to learn, have more positive attitudes toward school, participate more actively in activities, and show better academic performance than students with social-emotional challenges (Gresham et al., 2020; Kostelnik et al. 2015).…
Descriptors: Elementary School Students, Grade 3, Social Emotional Learning, Educational Games
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Javora, Ondrej; Hannemann, Tereza; Volná, Kristina; Dechterenko, Filip; Tetourová, Tereza; Stárková, Tereza; Brom, Cyril – Journal of Computer Assisted Learning, 2021
The present study investigates affective-motivational, attention, and learning effects of unexplored emotional design manipulation: "Contextual animation" (animation of contextual elements) in multimedia learning game (MLGs) for children. Participants (N = 134; M[subscript age] = 9.25; Grades 3 and 4) learned either from an experimental…
Descriptors: Animation, Context Effect, Multimedia Materials, Instructional Materials
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Ting-Chia Hsu; Ching Chang; Yi-Sian Liang – IEEE Transactions on Learning Technologies, 2024
The study explored the effects of an interdisciplinary learning approach on developing students' English learning (EL) and computational thinking (CT) through two different game-based learning approaches. A quasi-experiment was conducted to evaluate the effectiveness of this approach in terms of enhancing students' CT knowledge and their EL…
Descriptors: Game Based Learning, Elementary School Students, Comparative Analysis, English (Second Language)
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Bouck, Emily C.; Long, Holly – Exceptionality, 2022
Mathematical fluency supports maintenance of mathematical skills (Shurr et al., 2019). Multiple interventions support fluency, including the use of games. However, limited research exists exploring games as a means of increasing student fluency in mathematics. In this single case design study, researchers examined the relation between four…
Descriptors: Mathematics Instruction, Mathematics Skills, Game Based Learning, Elementary School Students
Meetal Shah; Mary Styers – Online Submission, 2022
Explore Learning contracted with LearnPlatform, a third-party edtech research company, to examine the relationship between student usage of Frax and math learning outcomes. Frax is a game-based, adaptive technology designed using the latest research on effective fractions instruction to support all learners in meeting early standards for fractions…
Descriptors: Elementary Secondary Education, Federal Legislation, Educational Legislation, Elementary School Mathematics
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Hurdle, Zach; Stanford, Angela; Nix, Katy; Perry, Nick – Science and Children, 2021
In an ever-increasing technological society, teachers have now, more than ever, a vast offering of educational technologies made available for classroom use. However, the time necessary for vetting and developing rigorous lessons with the usage of such technologies can be overwhelming for a classroom teacher. Still, teachers need the opportunity…
Descriptors: Grade 3, Grade 5, Elementary School Teachers, Elementary School Students
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Akçelik, Derya; Eyüp, Bircan – Education Quarterly Reviews, 2021
The purpose of the research is two-fold: firstly, to determine the effect of vocabulary teaching with intelligence games on the vocabulary knowledge of refugee students studying in primary school and learning Turkish as a second language, and secondly to investigate the opinions of the students about vocabulary teaching with intelligence games.…
Descriptors: Educational Games, Game Based Learning, Vocabulary Development, Knowledge Level
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Duncan, Keri J. – TechTrends: Linking Research and Practice to Improve Learning, 2020
This mixed-methods study examined student engagement and the development of twenty-first-century learning skills of collaboration, communication, creativity and critical thinking for Grade 3 students who used immersive game-based learning activities using Breakout EDU strategies compared to students who used traditional small-group methods. BOEDU…
Descriptors: Educational Technology, Technology Uses in Education, 21st Century Skills, Cooperation
Hoover, Jennifer Lauren – ProQuest LLC, 2019
Some approaches to teaching mathematics have led to decreased student motivation. Gamification is an application of game elements within nongame settings. While gamification may increase motivation in other contexts, its effective use in digital mathematics instruction to motivate elementary students is undetermined. Based on the constructs of…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Game Based Learning
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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