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Xin Guan; Chunmei Sun; Gwo-jen Hwang; Kegan Xue; Zhuo Wang – Interactive Learning Environments, 2024
Play is crucial to children's development. With the prevalent use of digital technologies, children and young adults are seen playing games more often and longer on digital devices. How should teachers capitalize the advantages of games in class, without inducing more health risks or problems for children? To achieve this goal, teachers need…
Descriptors: Game Based Learning, Educational Technology, Science Instruction, Design
Lorien Cafarella; Lucas Vasconcelos – Education and Information Technologies, 2025
Middle school students often enter Computer Science (CS) classes without previous CS or Computational Thinking (CT) instruction. This study evaluated how Code.org's block-based programming curriculum affects middle school students' CT skills and attitudes toward CT and CS. Sixteen students participated in the study. This was a mixed methods action…
Descriptors: Middle School Students, Computation, Thinking Skills, Problem Solving
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
Wei Yan – ProQuest LLC, 2023
Given the connection between problem-solving and computational thinking (CT), studying the connections between these two constructs is critical. This study focused on students' computational problem-solving strategies, specifically how they applied conditional logic to solve CT-related puzzles within a game-based learning environment called…
Descriptors: Problem Solving, Computation, Thinking Skills, Game Based Learning
Edith Debrenti – International Journal for Technology in Mathematics Education, 2024
Using game-based learning (GBL) and digital game-based learning (DGBL) as a teaching and learning environment can be a pedagogical resource and a good strategy in the classroom to support mathematical learning (Santos et al., 2023). Even though primary school teachers are demonstrating strong preferences for using non-digital games instead of…
Descriptors: Preservice Teachers, Elementary School Mathematics, Elementary School Teachers, Game Based Learning
Lili Yan; Chungsoo Na; Jina Kang – Journal of Science Education and Technology, 2024
Collaborative problem-solving (CPS) includes multiple socio-cognitive processes that can be challenging to investigate. Constructing arguments is a key practice at the intersection of CPS and science learning. To understand how students construct arguments and develop science knowledge during CPS, we focus on team synchrony--the extent of…
Descriptors: Persuasive Discourse, Cooperative Learning, Problem Solving, Science Education
Hatice Kübra Isik; Aysegül Liman Kaban – Journal of Educational Technology and Online Learning, 2025
Educational digital escape games (EDEGs) are digital versions of escape rooms where players solve puzzles and complete challenges to achieve educational goals. This study investigates the effects of EDEGs on the academic achievement and motivation of elementary school students in mathematics. Using an explanatory sequential mixed-method design, 45…
Descriptors: Grade 3, Elementary School Students, Teaching Methods, Student Motivation
Nikolaos Pellas – Computers in the Schools, 2024
There is substantial evidence that incorporating interactive environments for game-based instruction has a significant potential to support the development of computational thinking and programming skills in primary education students. However, it is not clear whether a simulation game (SG) with different user interface elements, created via…
Descriptors: Foreign Countries, Extracurricular Activities, Computer Science Education, Elementary School Students
Pan, Yanjun; Ke, Fengfeng – Educational Technology Research and Development, 2023
Adopting a pretest-posttest experimental design with repeated measures, this study examined the effects of three types of game-based learning supports in the form of modeling on knowledge development that contributed to successful math problem solving and students' perceived game flow. Forty-one sixth-grade students participated in the study and…
Descriptors: Game Based Learning, Educational Games, Grade 6, Mathematics Instruction
Zhitian Skylor Zhang; Martina Seemann; Richard Joos; Markus Suren; Helge Fischer; Mathias Hofmann – Journal of Creative Behavior, 2025
Given the increasing emphasis on game-based approaches (GBAs) and the critical importance of cultivating creativity, there is an urgent need for a comprehensive examination of this emerging interdisciplinary field. The present study employs a scoping review methodology to provide an overview of the existing research that utilized GBAs as a means…
Descriptors: Creativity, Teaching Methods, Game Based Learning, Interdisciplinary Approach
Emre Zengin; Yasemin Karal – International Journal of Assessment Tools in Education, 2024
This study was carried out to develop a test to assess algorithmic thinking skills. To this end, the twelve steps suggested by Downing (2006) were adopted. Throughout the test development, 24 middle school sixth-grade students and eight experts in different areas took part as needed in the tasks on the project. The test was given to 252 students…
Descriptors: Grade 6, Algorithms, Thinking Skills, Evaluation Methods
Yildiz, Merve; Karal, Hasan – International Journal of Computer Science Education in Schools, 2021
The purpose of this study is to introduce a developed activity which is named "CityMap" and to present an example of the implementation and evaluation process of a computer science unplugged activity through this activity. The aim of this activity is to write algorithms of going from one place to another using step by step instructions.…
Descriptors: Grade 6, Educational Games, Computer Science, Maps
Amos Oyelere Sunday; Friday Joseph Agbo; Jarkko Suhonen – Technology, Knowledge and Learning, 2025
The recent popularity of computational thinking (CT) and the desire to apply CT in our daily lives have prompted the need for a successful pedagogical technique for learning CT in K-12 education. The application of co-design pedagogical techniques has the potential to improve students' CT learning through knowledge sharing and the creation of…
Descriptors: Thinking Skills, Computer Science Education, Research Reports, Teaching Methods
Catherine Akoth Ongoro; Yong-Yi Fanjiang – IEEE Transactions on Learning Technologies, 2024
This article aims to provide a systematic review of existing research on the use of digital game-based learning (DGBL) technology for foreign language (English) in preschool and elementary schools. Digital game-based technology enables learning to become more interactive and inspirational, thereby enhancing language acquisition. The authors…
Descriptors: Game Based Learning, Elementary School Students, Preschool Education, Creativity
Kuan-Fu Chen; Gwo-Jen Hwang; Mei-Rong Alice Chen – Educational Technology Research and Development, 2024
Many studies have incorporated concept maps into digital games to enable learners to make connections between subject concepts in the game. However, most learners do not associate spontaneously with the thematic concepts in the game but need to be facilitated by effective scaffolding mechanisms to reconceptualize the learning process and content.…
Descriptors: Concept Mapping, Game Based Learning, Learning Strategies, Grade 7