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Ma, Jingsi; Zhang, Yi; Zhu, Zhifang; Zhao, Sunan; Wang, Qiyun – Journal of Educational Computing Research, 2023
Computational thinking (CT) education has drawn increasing attention from educators and researchers. This study conducted a meta-analysis of 27 empirical studies to examine the effectiveness of game-based learning (GBL) for fostering students' CT. The effects of various factors on the learning process for acquiring CT were also examined. The…
Descriptors: Game Based Learning, Computation, Thinking Skills, Instructional Effectiveness
Dikmen, Melih – International Journal of Curriculum and Instruction, 2021
Gamification helps to make learning fun and motivate students by attracting the attention of students. In the literature, it is seen that the studies conducted to determine the effect of gamification of learning on academic achievement have reached contradictory results. While some studies have found that gamification increases academic…
Descriptors: Foreign Countries, Game Based Learning, Academic Achievement, Educational Games
Bledsoe, Robert S.; Richardson, Deborah S. – International Journal of Teaching and Learning in Higher Education, 2022
Reacting to the Past (Reacting) is an active-learning pedagogy utilizing elaborate historical roleplaying games. This study examined the effect of Reacting on student academic self-efficacy, perspective taking, engagement, and perceived learning, and considered whether these outcomes were impacted by the type of role a student assumed. Students…
Descriptors: Active Learning, Teaching Methods, Role Playing, Instructional Effectiveness
Linlin Li; Mingyu Feng; Hee Jin Bang – Society for Research on Educational Effectiveness, 2023
Background/Context: Mathematics education, especially at early grade levels, continues to be an important focus for national education improvement efforts, and more districts are introducing technology as part of their solution. Along with increasing consistent delivery of personalized and individualized learning to students, technology- and…
Descriptors: Mathematics Skills, Skill Development, Game Based Learning, Elementary School Students
Ran, Hua; Kasli, Murat; Secada, Walter G. – Journal of Educational Computing Research, 2021
This meta-analysis extended the current literature regarding the effects of computer technology (CT) on mathematics achievement, with a particular focus on low-performing students. A total of 45 independent effect sizes extracted from 31 empirical studies based on a total of 2,044 low-performing students in K-12 classrooms were included in this…
Descriptors: Intervention, Mathematics Achievement, Low Achievement, Kindergarten
College Students' Perceptions of Pleasure in Learning -- Designing Gameful Gamification in Education
A, Gulinna; Lee, Youngjin – International Journal on E-Learning, 2020
Gamification, the use of game design elements in non-gaming context, has been introduced to education as a novel teaching and learning approach to engage learners. Current literature has focused on finding ways to afford the playfulness and gamefulness of gamification. This paper has studied college students' perceptions of pleasure in learning to…
Descriptors: Game Based Learning, Teaching Styles, Instructional Effectiveness, Cooperative Learning