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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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Kuan-Fu Chen; Gwo-Jen Hwang; Mei-Rong Alice Chen – Educational Technology Research and Development, 2024
Many studies have incorporated concept maps into digital games to enable learners to make connections between subject concepts in the game. However, most learners do not associate spontaneously with the thematic concepts in the game but need to be facilitated by effective scaffolding mechanisms to reconceptualize the learning process and content.…
Descriptors: Concept Mapping, Game Based Learning, Learning Strategies, Grade 7
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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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Lu Zhang; Yue Lei; Tim Pelton; Leslee Francis Pelton; Junjie Shang – Journal of Computer Assisted Learning, 2024
Background: Digital game-based learning (DGBL) has the potential to provide a gender inclusive learning environment for children. Objective: The present study aimed to explore gendered differences among primary school learners in grades three, four, and five within the context of game-based fraction learning from cognitive, motivational and…
Descriptors: Gender Differences, Game Based Learning, Mathematics Education, Electronic Learning
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Zainuddin, Zamzami; Farida, Ratna; Keumala, Cut Muftia; Kurniawan, Rudi; Iskandar, Hadi – Interactive Technology and Smart Education, 2022
Purpose: This study aims to present research evidence on the relevance of online gamification flip learning as a pedagogical instruction in promoting learning engagement when college students are impacted by the coronavirus pandemic. In this study, a gamified formative assessment was used to examine learner engagement and to evaluate the…
Descriptors: Synchronous Communication, Electronic Learning, Flipped Classroom, Formative Evaluation
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Wu, Chih-Hung; Tzeng, Yi-Lin; Huang, Yueh-Min – Educational Technology Research and Development, 2020
This study investigated and compared the effectiveness of both digital game-based learning (DGBL) and static e-learning material for Newton's laws of motion on students' learning attention, affective experiences, cognitive load and academic achievement. Physiological signals and affective techniques were adopted to measure students' learning…
Descriptors: Learning Processes, Game Based Learning, Computer Games, Electronic Learning
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Chen, Chia-Chen; Huang, Po-Hao – Interactive Learning Environments, 2023
In order to explore whether STEAM education in combination with elementary school curriculums can help students' learning performance, this study developed a digital learning system. This digital learning system combined STEAM concepts with elements of gamebased learning. This study developed the curriculum content based on the unit of…
Descriptors: Art Education, STEM Education, Electronic Learning, Handheld Devices
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Ramli, Izzat S. Mohd; Maat, Siti M.; Khalid, Fariza – Pegem Journal of Education and Instruction, 2022
The boom of the 4.0 industrial revolution and the Covid-19 pandemic have changed the teaching and learning process, where digital learning environments have become increasingly necessary and convenient. The application of game-based learning (GBL) provides many benefits, such as helping to improve the quality of the mathematics teaching and…
Descriptors: Computer Games, Educational Games, Game Based Learning, Learning Analytics
Macey Cartwright – ProQuest LLC, 2021
Math proficiency rates are strikingly low for children from high poverty communities. Therefore, it is urgent to find solutions that help them develop basic math skills. Given theoretical considerations about math learning, a potentially promising option is to target children's cognitive engagement. In this study, I investigate a program that was…
Descriptors: Cognitive Processes, Mathematics Skills, Mathematics Achievement, Low Achievement
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Chu, Hui-Chun; Wang, Chun-Chieh; Wang, Lin – Educational Technology & Society, 2019
EFL (English as a foreign language) students usually learn by rote when they study English grammar. They usually memorize all the grammar rules mechanically instead of learning grammar in a structured way. Researchers have suggested that students can internalize knowledge via using knowledge construction tools and collaborated learning activities.…
Descriptors: Instructional Effectiveness, Concept Mapping, Cooperative Learning, Game Based Learning