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Showing 1 to 15 of 22 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
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Minkai Wang; Di Zhang; Jingdong Zhu; Hanjie Gu – Journal of Educational Computing Research, 2025
Scientific knowledge is often abstract and challenging, making it difficult for students to apply these concepts effectively. Digital game-based learning (DGBL) offers an engaging and immersive approach, but the fixed resources and predetermined learning paths in most games limit its ability to adapt to individual learners' needs. Large language…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Academic Achievement
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Zhong, Lin – Smart Learning Environments, 2022
While role-playing games and personalized learning have been regarded as effective tools to improve students' learning, incorporating personalized learning into role-playing games is challenging and approaches are limited to cognitive and motivational variables. Aiming at expanding approaches to incorporate personalization into role-playing games,…
Descriptors: Individualized Instruction, Role Playing, Cognitive Processes, Difficulty Level
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Li Ye; Ruoyan Wang; Yongxin Hang – Journal of Educational Computing Research, 2024
The pedagogical value and global relevance of heritage education regarding the safeguarding of global tradition and practice for future generations is indisputable. This research aims to investigate the efficacy of integrating a puzzle-based game, with scaffolding strategies, to enhance students' understanding and appreciation of cultural heritage…
Descriptors: College Students, Game Based Learning, Scaffolding (Teaching Technique), Heritage Education
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Xiao-Ming Wang; Wen-Qing Zhou; Gwo-Jen Hwang; Shi-Man Wang; Tong Huang – Educational Technology & Society, 2024
Knowing the factors affecting students' learning achievement in digital learning is a crucial educational issue nowadays. However, recent research has paid less attention to how an individual's internal factors (prior knowledge) influence their learning achievement through cognitive engagement, and previous studies generally employed students'…
Descriptors: Electronic Learning, Prior Learning, Cognitive Processes, Learner Engagement
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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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Selçuk Alkan; Tuba Ada – International Journal for Technology in Mathematics Education, 2024
The aim of this study is to examine the effect of a digital game designed within the framework of hierarchic interactionalism theory on the development of the concept of area in secondary school students. The digital game used in this study was designed after being influenced by the preliminary concepts and skills related to the concept of area…
Descriptors: Secondary School Mathematics, Secondary School Students, Secondary School Teachers, Geometric Concepts
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Sailer, Michael; Homner, Lisa – Educational Psychology Review, 2020
This meta-analysis was conducted to systematically synthesize research findings on effects of gamification on cognitive, motivational, and behavioral learning outcomes. Results from random effects models showed significant small effects of gamification on cognitive (g = 0.49, 95% CI [0.30, 0.69], k = 19, N = 1686), motivational (g = 0.36, 95% CI…
Descriptors: Educational Games, Game Based Learning, Cognitive Processes, Student Motivation
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Toukiloglou, Pavlos; Xinogalos, Stelios – Journal of Educational Computing Research, 2022
Serious games are considered an effective method to engage students in programming education and have been increasingly used in classrooms. An important part of the learning process with serious games involves the presentation of the new concepts and the provided support to encounter student difficulties. Although the most common approach is the…
Descriptors: Game Based Learning, Programming, Program Effectiveness, Educational Games
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Chi-Cheng Chang; Szu-Ting Yang – Interactive Learning Environments, 2024
This study aimed to investigate the differences in learners' emotion, cognitive load, and cognitive performance among various scaffolding DGBLs, and the influences of emotion and cognitive load on cognitive performance when using DGBLs. Participants were 97 adult learners from some community college, randomly divided into the control group with 32…
Descriptors: Psychological Patterns, Cognitive Processes, Self Efficacy, Game Based Learning
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Chang, Chi-Cheng; Yang, Szu-Ting – International Journal of Educational Technology in Higher Education, 2023
There has been a little research on emotion, cognitive load, or learning performance for digital game-based learning (DGBL). However, there is still a dearth of research on investigating the interactive effects of scaffolding DGBL and cognitive style on the above three outcomes. Participants were 97 middle-aged and elder adults from a community…
Descriptors: Adult Learning, Adults, Emotional Response, Cognitive Processes
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Forsyth, Carol M.; Graesser, Arthur; Millis, Keith – Technology, Knowledge and Learning, 2020
The current study investigated predictors of shallow versus deep learning within a serious game known as Operation ARA. This game uses a myriad of pedagogical features including multiple-choice tests, adaptive natural language tutorial conversations, case-based reasoning, and an E-text to engage students. The game teaches 11 topics in research…
Descriptors: Educational Games, Predictor Variables, Evidence Based Practice, Learning Analytics
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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
Chen Sun – ProQuest LLC, 2021
Computational thinking (CT) is an essential 21st century skill for people to succeed in the increasingly technological (and interconnected) world. Researchers have explored different interventions to teach students CT skills (e.g., Scratch and robotics), but digital game-based learning is relatively under-researched. A critical issue to address in…
Descriptors: Computation, Thinking Skills, Game Based Learning, Scaffolding (Teaching Technique)
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Parong, Jocelyn; Mayer, Richard E. – Applied Cognitive Psychology, 2020
Summary The goal of the present study was to examine the effects of playing an immersive virtual reality game that included a collection of gamified cognitive tasks, "Cerevrum," on specific components of cognition, including perceptual attention, mental rotation, working memory, visualization, visual field of view, and visual processing…
Descriptors: Cognitive Processes, Cognitive Development, Educational Games, Training
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