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Amjad Islam Amjad; Sarfraz Aslam; Nisar Abid; Umaira Tabassum; Faiza Shafqat – SAGE Open, 2025
The rapid development of information and communications technology (ICT) has transformed education and society. Applying gamification in education can enhance students' motivation, interest, and performance to meet the demands of the 21st century. The present study used the hermeneutic research design to explore teachers' challenges and concerns…
Descriptors: Barriers, Game Based Learning, Teaching Methods, Elementary School Students
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Irfan Fauzi; Andika Arisetyawan; Jiraporn Chano – International Online Journal of Primary Education, 2023
This study aims to develop a didactic design using Engklek games to teach the concept of fractions in elementary schools. This study combines a cultural approach, namely Engklek games with mathematics in the concept of fractions. This study used didactical design research, with 2 research subjects, namely 20 students in grade 5 for learning…
Descriptors: Game Based Learning, Elementary School Students, Grade 5, Fractions
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Thanapat Sripan; Komgrit Manyam – Journal of Education and Learning, 2025
This study explores the challenges and effectiveness of game-based learning (GBL) through Minecraft: Education Edition (M:EE) in teaching coding and fostering creative thinking among fourth-grade students in Thailand. Conducted over eight weeks in 2023 at a laboratory school in Bangkok, the study involved 284 students. Data was gathered using…
Descriptors: Game Based Learning, Computer Science Education, Creative Thinking, Coding
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Andriyani – Mathematics Teaching Research Journal, 2023
Cognitive and psychomotor capabilities are two critical interrelated abilities to improve student learning outcomes. Both abilities play a role in understanding new information and developing fine motor skills. Hence, schools train students these two abilities to equip them with basic skills in solving mathematical problems such as basic…
Descriptors: Game Based Learning, Teaching Methods, Psychomotor Skills, Mathematics Instruction
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Deng, Li; Wu, Shaoyang; Chen, Yumeng; Peng, Zhengmei – Journal of Computer Assisted Learning, 2020
This study examined the perceptions and experiences of a teacher and students in a Shanghai public primary school when digital games were used in a second-grade math class. The participants included one teacher and 45 students. Data collection methods included classroom observation, focus-group and individual interviews, and document analysis.…
Descriptors: Foreign Countries, Elementary School Students, Grade 2, Mathematics Education
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Elisabetta M. Cigognini; Andrea Nardi – European Journal of Open, Distance and E-Learning, 2024
This study aims to explore the educational potential of Minecraft as a learning environment that supports active teaching methods, especially in remote contexts. It presents the experience of remote laboratory teaching within the MineClass project conducted from 2018 to 2021, addressing the challenges posed by the reduction of in-person and online…
Descriptors: Video Games, Game Based Learning, Technology Uses in Education, COVID-19