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Pumudu A. Fernando; H. K. Salinda Premadasa – Educational Technology & Society, 2024
Children born after 2010 are labelled as members of Generation Alpha, who currently pursue their primary education. Gamification and game-based learning methodologies have gained popularity in the global education sector in the recent past. The goal of this study is to investigate the present state of adopting gamification and game-based learning…
Descriptors: Gamification, Game Based Learning, Literature Reviews, Elementary School Students
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Nyabando, Tsitsi; Facun-Granadozo, Ruth; Carr, Stephanie – Dimensions of Early Childhood, 2023
Engagement in play is vital for children to learn 21st-century skills, especially problem-solving, critical thinking, creativity, focused attention, and collaboration (Hillman et al., 2014; Singer, 2015; Yogman et al., 2018). These require developing executive functioning skills crucial for school readiness and success. Play fosters brain…
Descriptors: Play, Games, Elementary School Students, Global Approach
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Bernardo Benites de Cerqueira; Andressa Aparecida Garces Gamarra Salem; Caroline de Oliveira Cardoso; Rochele Paz Fonseca; João Batista Mossmann; Débora Nice Ferrari Barbosa – Education and Information Technologies, 2025
Executive Functions are essential for good school performance as well as for the proper development of individuals' socio-affective, vocational, academic, and planning skills. Investigations with digital games aimed at stimulating inhibitory control of the executive functions in the school environment, especially with typically developing children…
Descriptors: Elementary School Students, Grade 3, Grade 4, Pilot Projects
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Venkateswara Rao Tadiboyina; B. B. V. L. Deepak; Dhananjay Singh Bisht – Education and Information Technologies, 2024
Alphabet training of primary school students is an essential, but challenging activity. Alphabet knowledge is an important fundamental literacy skill which has been found to directly impact the future academic success of students. Game-based learning and the use of multimodal engagement activities have been found to be effective intervention…
Descriptors: Elementary School Students, Alphabets, Spelling Instruction, Educational Games
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Yeh, Yu-chu; Ting, Yu-Shan; Chiang, Jui-Ling – Educational Technology & Society, 2023
Creativity mindset (CM), grit, and self-determination have been defined as critical motivational variables affecting learners' self-efficacy. Therefore, this study pioneers the examination of the relationship between these motivational variables and creativity self-efficacy (CSE) during game-based learning. A Creativity Mindset Inventory (CMI) and…
Descriptors: Individual Development, Self Determination, Self Efficacy, Game Based Learning
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Chotika Wanglang; Kobkiat Sraubon; Pallop Piriyasurawong – Higher Education Studies, 2024
This research aims to develop a combining game-based learning with design thinking using block-based programming to enhance computational thinking and creative games for primary students and will be referred to as game-based learning from now on. The purpose of this research is to 1) develop a model for game-based learning, 2) develop the system…
Descriptors: Game Based Learning, Design, Thinking Skills, Programming
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Valérie-D. Berner; Frank Niklas; Maria-Aikaterini Chatzaki; Katja Seitz-Stein – Educational Psychology, 2024
Empirical research highlights the benefits for the development of children's mathematical competencies when they play linear number board games with dice and receive feedback. We, therefore, investigated mathematical competencies in two training studies with six sessions and a 3 × 2 design. The sample in the first experiment consisted of N = 79…
Descriptors: Mathematics Skills, Educational Games, Elementary School Students, Foreign Countries
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Sijia Shen; Rossarin Jermtaisong; Pornpirom Lhongsap – Turkish Online Journal of Educational Technology - TOJET, 2024
Game-based learning incorporates game elements into instruction, enhancing its appeal and interactivity. This approach increased students' interest in learning, facilitated more efficient completion of classroom content, and ultimately improved academic performance. The purposes of this study were to: 1) compare Chinese learning achievement before…
Descriptors: Game Based Learning, Academic Achievement, Grade 5, Elementary School Students
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Pavlos Toukiloglou; Stelios Xinogalos – Journal of Educational Computing Research, 2025
This study examines the effectiveness of a collaborative support method in enhancing programming learning outcomes in a serious game. The game Code Hasp was developed to facilitate the comparison between two support methods, worked examples and a collaborative peer support approach. A total of 111 elementary school students participated, divided…
Descriptors: Educational Games, Programming, Cooperative Learning, Peer Relationship
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Belén Ramírez de Arellano Falcón; Javier del Olmo-Muñoz; Ramón Cózar-Gutiérrez; José Antonio González-Calero – Asia Pacific Education Review, 2025
Computational thinking is becoming an essential skill in educational systems. There is, however, still a great deal to learn about it. This research aims to evaluate whether the inclusion of a specific material (Junior School Bebras Cards) favors the development of primary students' computational thinking skills. For this purpose, 37 fourth-grade…
Descriptors: Thinking Skills, Computer Science Education, Game Based Learning, Outcomes of Education
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Lin, Jonathan – Turkish Online Journal of Educational Technology - TOJET, 2022
This study has separated into two stages. In the first stage, we interview with nine students and discover three crucial elements, perceived ease of learning, enjoyment, and useful knowledge, which will affect students' learning attitude. Then we develop a series of gamification curricula for those learners. In the second stage, we adopt…
Descriptors: Game Based Learning, Student Attitudes, Elementary School Students, Foreign Countries
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Russo, Toby; Russo, James – Australian Primary Mathematics Classroom, 2022
This article provides a task that can be used effectively for exploring arrays in middle and upper primary schools, and the notion of prime and composite numbers in particular. As students are engaging in these activities, teachers can encourage them to record their arrays both diagrammatically and as number sentences.
Descriptors: Mathematics Activities, Multiplication, Visual Aids, Middle School Students
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Sylviane Valdois; Ahmed Zaher; Svetlana Meyer; Julien Diard; Sonia Mandin; Marie Line Bosse – Reading Research Quarterly, 2025
Longitudinal studies on mainstream children and training studies in the dyslexic population suggest that visual attention span (VAS) abilities contribute to reading acquisition. We evaluated to what extent VAS training in beginning readers might enhance later literacy skills. A large cohort of 453 children was followed from the beginning to the…
Descriptors: Attention Span, Visual Aids, Game Based Learning, Intervention
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Jankovic, Aleksandar; Lambic, Dragan – Journal of Baltic Science Education, 2022
The application of student response systems could have a lesser effect on the science education of younger students compared to the effects achieved with older students in language and social science courses. The aim of this research was to determine the effect of the application of Kahoot and Quizizz on the academic achievement of third grade…
Descriptors: Game Based Learning, Tests, Academic Achievement, Grade 3
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Daniel, Leah; Doyle, Tanya; Kaesehagen, Colleen – Education 3-13, 2022
The complex relationship between schools, parents and children surrounding mathematics homework is one that is yet to be fully resolved. In a contribution to reconfiguring mathematics homework, a take-home mathematics games kit focusing on multiplication was trialled with primary school children and their parents. Diary and interview data from…
Descriptors: Individualized Instruction, Mathematics Education, Homework, Family School Relationship
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