Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 5 |
Descriptor
Source
British Journal of… | 6 |
Author
Erin Ottmar | 2 |
Allison S. Liu | 1 |
Cagiltay, Nergiz Ercil | 1 |
Chloe Byrne | 1 |
Hou, Huei-Tse | 1 |
Janette Jerusal | 1 |
Jenny Yun-Chen Chan | 1 |
Ji-Eun Lee | 1 |
Justin Roberts | 1 |
Lane Harrison | 1 |
Lee, Youngmin | 1 |
More ▼ |
Publication Type
Journal Articles | 6 |
Reports - Research | 5 |
Reports - Evaluative | 1 |
Education Level
Elementary Education | 3 |
Middle Schools | 2 |
Grade 5 | 1 |
Grade 6 | 1 |
Grade 7 | 1 |
Higher Education | 1 |
Intermediate Grades | 1 |
Junior High Schools | 1 |
Postsecondary Education | 1 |
Secondary Education | 1 |
Audience
Location
Taiwan | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Reilly Norum; Ji-Eun Lee; Erin Ottmar; Lane Harrison – British Journal of Educational Technology, 2024
Well-designed online educational games can improve students' math knowledge, skills and engagement; however, more research is needed to understand how to formatively assess components of students' mathematical understanding and learning as students solve problems in online educational games. In this study, we examined how 7th-grade students' (N =…
Descriptors: Educational Games, Computer Games, Student Evaluation, Mathematics Skills
Jenny Yun-Chen Chan; Chloe Byrne; Janette Jerusal; Allison S. Liu; Justin Roberts; Erin Ottmar – British Journal of Educational Technology, 2023
Prior research has shown that game-based learning tools, such as DragonBox 12+, support algebraic understanding and that students' in-game progress positively predicts their later performance. Using data from 253 seventh-graders (12-13 years old) who played DragonBox as a part of technology intervention, we examined (a) the relations between…
Descriptors: Game Based Learning, Educational Games, Problem Solving, Mathematics Achievement
Okita, Sandra Y. – British Journal of Educational Technology, 2014
This study examined whether developing earlier forms of knowledge in specific learning environments prepares students better for future learning when they are placed in an unfamiliar learning environment. Forty-one students in the fifth and sixth grades learned to program robot movements using abstract concepts of speed, distance and direction.…
Descriptors: Robotics, Electronic Learning, Programming, Learning Processes
Hou, Huei-Tse – British Journal of Educational Technology, 2013
Many researchers have studied the effects of game-based learning (GBL) (eg, Annetta, Minogu, Holmes & Cheng, 2009; Kiili, 2007). However, empirical process analyses of long-term applications of GBL in a school setting are much less common. A process analysis of GBL in a school setting allows us to better understand the role of games in…
Descriptors: Prior Learning, Gender Differences, Longitudinal Studies, Case Studies
Cagiltay, Nergiz Ercil – British Journal of Educational Technology, 2007
Software-engineering education programs are intended to prepare students for a field that involves rapidly changing conditions and expectations. Thus, there is always a danger that the skills and the knowledge provided may soon become obsolete. This paper describes results and draws on experiences from the implementation of a computer…
Descriptors: Computer Software, Engineering Education, Computers, Games
Lee, Youngmin; Nelson, David W. – British Journal of Educational Technology, 2005
The purpose of this study was to investigate the effects of two types of maps (generative vs. completed) and the amount of prior knowledge (high vs. low) on well-structured and ill-structured problem-solving performance. Forty-four undergraduates who were registered in an introductory instructional technology course participated in the study.…
Descriptors: Program Effectiveness, Prior Learning, Educational Technology, Concept Mapping