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Yildirim, Zehra; Baran, Medine – Education and Information Technologies, 2021
The present study examined the influence of the method of physical activity games and digital games on 9th-grade students' achievements in a physics lesson. In the study, the semi-experimental design was used. The study group was made up of secondary school 9th-grade students from three different groups at a public school. The 1st experimental…
Descriptors: Physical Activities, Games, Video Games, Grade 9
Rodríguez-Negro, Josune; Pesola, J. Arto; Yanci, Javier – Journal of Educational Research, 2020
The aim of this study was to carry out three intervention programs [i.e. balance intervention program (BIP), game based program (GBP) and drama learning program (DLP)] and to assess their effects on school-age children's cognitive (creativity, attention and impulse control) and motor (balance, aiming and catching) development. These functions were…
Descriptors: Physical Activities, Cognitive Development, Motor Development, Creativity
Alajaji, Deema Abdulmohsen; Alshwiah, Abeer Aidh – Journal of Information Technology Education: Research, 2021
Aim/Purpose: To investigate the application of game elements to a non-gaming context (gamification), specifically on an early childhood teacher-training course. Background: This research proposes a teaching strategy that combines gamification elements via e-quizzing tools with the main principles of a scavenger hunt (SH). The purpose of this blend…
Descriptors: Game Based Learning, Undergraduate Students, Preservice Teachers, Late Adolescents