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Chen, Xufeng – Education and Information Technologies, 2023
The educational process increasingly shifts towards the use of digital technologies every year. The change refers to all forms of education, namely primary, secondary, and higher. Hence, the possibility of interaction between higher and primary schools in the new conditions is of interest nowadays. The research paper aimed to assess the effect of…
Descriptors: Technology Uses in Education, Creative Thinking, Elementary School Students, Preservice Teachers
Mohammed H. Albahiri; Ali A. M. Alhaj; Bandar M. Al Oteibi – Educational Process: International Journal, 2025
Background/purpose: This research aimed at designing an educational program based on gamification for teaching mathematics as required by the Trends in International Mathematics and Science Study (TIMSS) to determine its impact on advancing strategic competence among fourth-grade male students in the first semester of Academic Year 1445AH in…
Descriptors: Gamification, Mathematics Instruction, Game Based Learning, Educational Games
Ahmad Syawaluddin; Nur Aeni – Discover Education, 2025
This study looks at how utilizing digital versions of classic games specifically Snakes and Ladders can help young learners learn more vocabulary in English. The study focuses on how digital versions of classic games can improve primary school students' vocabulary learning and retention. A quasi-experimental approach was used, with a control group…
Descriptors: Educational Technology, Technology Uses in Education, Vocabulary Development, English (Second Language)
Minji Jeon; Kathleen Jantaraweragul; Anne Ottenbreit-Leftwich; Cindy Hmelo-Silver; Krista Glazewski; Bradford Mott; James Lester; Cathy Ringstaff – International Journal of Designs for Learning, 2024
The PrimaryAI project focuses on developing an upper elementary integrated curriculum that covers life science, artificial intelligence (AI), and computer science concepts. The PrimaryAI curriculum uses both problem-based learning (PBL) and game-based learning (GBL) to engage students and situates the curriculum in a real-world context. The…
Descriptors: Inquiry, Artificial Intelligence, Technology Uses in Education, Elementary School Students
Matilda Ståhl; Katri Hansell; Sandra Bäck; Mattias Wingren – International Journal of Game-Based Learning, 2025
Playing video games engages children and youth and offers a potential for learning in general and situated language learning in particular. The aim of this paper is to explore the situated conditions and affordances for facilitating in-game interaction, as well as to discuss the language learning potential and educational implications of these…
Descriptors: Video Games, Cooperative Learning, Interaction, Children
Ai-Jou Pan; Yea-Tzu Yuan; Pao-Nan Chou – SAGE Open, 2025
In the current technology-driven era, digital game-based learning (DGBL) has emerged as a practical approach for enhancing mathematics achievement among young students. It is believed that digital drill-and-practice educational games can replace traditional pen-and-paper drills in mathematics education and have a better influence on incorporating…
Descriptors: Mathematics Education, Mathematics Instruction, Educational Games, Game Based Learning
Jiawen Liu; Rustam Shadiev – Education and Information Technologies, 2025
There is a growing body of research exploring the application of digital games in Digital Citizenship Education (DCE) to enhance learner engagement within the information society. However, not many studies have systematically reviewed published research on this important topic. To address this gap, the present study systematically reviews…
Descriptors: Literature Reviews, Elementary School Students, Middle School Students, Game Based Learning
Chenzi Xie; Supot Rattanapun; Rawi Buaduang; Tubagus Darojat; Alan Robert White – Shanlax International Journal of Education, 2025
This study aims to explore the impact of gamified teaching on primary school students' oral English proficiency and compare it with traditional teaching methods. The study randomly selected 160 students from 10 classes and divided the participants into gamified teaching group and traditional teaching group. The experimental group adopted gamified…
Descriptors: Foreign Countries, Gamification, Game Based Learning, Elementary School Students
Caitlin Cole; Roberto H. Parada; Erin Mackenzie – Journal of Research on Technology in Education, 2024
Video games are an established part of popular culture, and frequently used in educational settings worldwide. There is now a substantive body of research suggesting positive outcomes of their use in classrooms. In spite of this, there is a dearth of research synthesizing the outcomes of these studies. This is particularly so in relation to the…
Descriptors: Elementary School Students, Middle School Students, High School Students, Video Games
Ana Lúcia Bento Miguens; João Manuel Nunes Piedade; Rui Jorge Bernardes dos Santos; Tiago Lopes Oliva – Educational Media International, 2024
This research arises within the scope of the Postgraduate Course of Specialization in Technologies and Robotics in Elementary School. Its aim is to analyze the impact of robotics and programming on the motivation and involvement of students in the development of computational thinking, in the learning of mathematical concepts. The study was…
Descriptors: Student Motivation, Computation, Thinking Skills, Skill Development
Yelitza Freitas; Beatriz Guiomar; Sofia Gonçalves; Ricardo Pinto; Elisabete Pinto; Virgílio Rato; Fernando Martins – Educational Process: International Journal, 2025
Background/purpose: This article aims to analyze the use of serious games from the Hypatiamat Platform to promote mental arithmetic in a first-grade primary school class in an Exploratory Teaching environment. Materials/methods: This study is mixed, interpretative, and action-research in design. It quantitatively analyses the students' Level of…
Descriptors: Grade 1, Elementary School Students, Elementary School Mathematics, Mathematics Instruction
Ya-Wen Cheng; Yuping Wang; Yu-Jie Cheng; Nian-Shing Chen – Computer Assisted Language Learning, 2024
Existing research has established immense importance in contextual learning for second language development. However, to provide real-life context in the learning of a foreign language is challenging. To help create such a learning environment, our previous research developed an innovative system called the R&T System, utilizing robots (R) and…
Descriptors: Robotics, Internet, Game Based Learning, Children
Shaikh, Rafikh Rashid; G., Nagarjuna; Gupta, Ayush – Education and Information Technologies, 2023
Networked computers can potentially support classrooms to be more interactive. It can help students share representations amongst themselves and work together on a shared virtual activity space. In research on the role of shared screens or shared virtual workspace in learning settings, there has been less attention paid to contexts where learners…
Descriptors: Technology Uses in Education, Computer Assisted Instruction, Computer Games, Mathematics Education
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
Khodabandeh, Farzaneh – Education and Information Technologies, 2023
The application of augmented reality games (ARG) as an emerging innovative technology has become a significant component of instructional learning contexts in recent years. ARG-based education as a form of student-centered learning situates students in a learning environment that integrates virtual elements with physical environments through…
Descriptors: Computer Simulation, Game Based Learning, Educational Technology, Technology Uses in Education

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