Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 11 |
| Since 2007 (last 20 years) | 33 |
Descriptor
| Problem Solving | 35 |
| Statistical Analysis | 35 |
| Educational Games | 24 |
| Foreign Countries | 16 |
| Teaching Methods | 15 |
| Pretests Posttests | 14 |
| Comparative Analysis | 13 |
| Computer Games | 11 |
| Educational Technology | 11 |
| Elementary School Students | 9 |
| Computer Simulation | 8 |
| More ▼ | |
Source
Author
Publication Type
| Journal Articles | 29 |
| Reports - Research | 29 |
| Collected Works - Proceedings | 3 |
| Dissertations/Theses -… | 2 |
| Reports - Descriptive | 1 |
| Speeches/Meeting Papers | 1 |
Education Level
Audience
| Teachers | 1 |
Location
| Taiwan | 4 |
| Canada | 2 |
| Finland | 2 |
| Florida | 2 |
| Afghanistan | 1 |
| Australia | 1 |
| Brazil | 1 |
| California | 1 |
| France | 1 |
| Georgia | 1 |
| Germany | 1 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
| Child Behavior Checklist | 1 |
| Program for International… | 1 |
| Raven Progressive Matrices | 1 |
What Works Clearinghouse Rating
Hamlen, Karla R. – Journal of Educational Computing Research, 2018
Video game play is a pervasive recreational activity, particularly among college students. While there is a large research base focused on educational video game play and uses of games in the classroom, there is much less research focused on cognitive strategies and entertainment video game play. The purpose of this study was to investigate…
Descriptors: Problem Solving, Video Games, Educational Games, Undergraduate Students
Adams, Deanne M.; Pilegard, Celeste; Mayer, Richard E. – Journal of Educational Computing Research, 2016
Learning physics often requires overcoming common misconceptions based on naïve interpretations of observations in the everyday world. One proposed way to help learners build appropriate physics intuitions is to expose them to computer simulations in which motion is based on Newtonian principles. In addition, playing video games that require…
Descriptors: Video Games, Teaching Methods, Technology Uses in Education, Simulated Environment
Mavridis, Apostolos; Katmada, Aikaterini; Tsiatsos, Thrasyvoulos – Educational Technology Research and Development, 2017
This study examined the effects of using an online flexible educational game on students' attitude towards mathematics as compared to the traditional method of solving mathematical problems. Moreover, the study assessed the learning effectiveness of the game and investigated potential gender differences in the game's effectiveness on changing…
Descriptors: Educational Games, Educational Technology, Student Attitudes, Mathematics Instruction
Smith, Carmen Petrick; Kenlan, Kris – Mathematics Teaching in the Middle School, 2016
Students' experiences with statistics and data analysis in middle school are often limited to little more than making and interpreting graphs. Although students may develop fluency in statistical procedures and vocabulary, they frequently lack the skills necessary to apply statistical reasoning in situations other than clear-cut textbook examples.…
Descriptors: Mathematics Instruction, Middle School Students, Secondary School Mathematics, Statistical Analysis
Wen, Cai-Ting; Chang, Chia-Jung; Chang, Ming-Hua; Fan Chiang, Shih-Hsun; Liu, Chen-Chung; Hwang, Fu-Kwun; Tsai, Chin-Chung – Instructional Science: An International Journal of the Learning Sciences, 2018
This study investigated students' modeling progress and strategies in a problem-solving simulation game through content analysis, and through supervised and unsupervised lag sequential analysis (LSA). Multiple data sources, including self-report models and activity logs, were collected from 25 senior high school students. The results of the…
Descriptors: Educational Games, Simulation, Problem Solving, Models
Winburg, Karin; Chamberlain, Barbara; Valdez, Alfred; Trujillo, Karen; Stanford, Theodore B. – Journal of Computers in Mathematics and Science Teaching, 2016
This "Math Snacks" intervention measured 741 fifth grade students' gains in conceptual understanding of core math concepts after game-based learning activities. Teachers integrated four "Math Snacks" games and related activities into instruction on ratios, coordinate plane, number systems, fractions and decimals. Using a…
Descriptors: Games, Mathematics, Mathematics Instruction, Intervention
Loehr, Abbey M.; Rittle-Johnson, Bethany – Journal of Cognition and Development, 2017
Research has demonstrated that providing labels helps children notice key features of examples. Much less is known about how different labels impact children's ability to make inferences about the structure underlying mathematical notation. We tested the impact of labeling decimals such as 0.34 using formal place-value labels ("3 tenths and 4…
Descriptors: Number Concepts, Arithmetic, Problem Solving, Elementary School Students
Lee, Yu-Hao – International Journal of Game-Based Learning, 2013
Based on theories from problem-based learning, this study content analyzed how educational messages are communicated to players in 108 web-based educational games. An argument of digital game based learning was also examined. Specifically the argument that good games will engage players with problems to solve, include more learning features to…
Descriptors: Environmental Education, Educational Games, Content Analysis, Educational Principles
Roca-González, Cristina; Martin-Gutierrez, Jorge; García-Dominguez, Melchor; Carrodeguas, Mª del Carmen Mato – EURASIA Journal of Mathematics, Science & Technology Education, 2017
The present study assessed a short training experiment to improve spatial abilities using two tools based on virtual technologies: one focused on manipulation of specific geometric virtual pieces, and the other consisting of virtual orienteering game. The two tools can help improve spatial abilities required for many engineering problem-solving…
Descriptors: Engineering Education, Spatial Ability, Computer Uses in Education, Computer Simulation
Wu, Ko-Chiu; Huang, Po-Yuan – Journal of Educational Computing Research, 2015
This study developed a game simulation based on problem solving in the management of urban waste. We then investigated the factors affecting the decisions made by players. During gameplay, the players sought to guide the development of a city via management strategies involving a balance of economic growth and environmental protection. Nature…
Descriptors: Computer Simulation, Simulated Environment, Educational Technology, Technology Uses in Education
Primus, Dirk J.; Sonnenburg, Stephan – Creativity Research Journal, 2018
The flow experience can be an important precursor to high levels of creativity and innovation. Prior work has identified and conceptualized the key elements of the flow experience in cocreative activities as individual flow corridor, individual flow feeling, and group flow. Surprisingly, the flow experience is underrepresented in theory and…
Descriptors: Creative Thinking, Toys, Teaching Methods, Educational Games
Paz, Luciano; Goldin, Andrea P.; Diuk, Carlos; Sigman, Mariano – Cognitive Science, 2015
Seventy-three children between 6 and 7 years of age were presented with a problem having ambiguous subgoal ordering. Performance in this task showed reliable fingerprints: (a) a non-monotonic dependence of performance as a function of the distance between the beginning and the end-states of the problem, (b) very high levels of performance when the…
Descriptors: Grade 1, Elementary School Students, Play, Games
Wang, Shwu-Huey; Wang, Hsiu-Yuan – Technology, Pedagogy and Education, 2017
Hospitality students are required to be able to address challenging cases or problems in the work environment. However, traditional lecture- or exam-based instruction leaves a gap between theory and practice. On the other hand, modern youth live and socialise in an increasingly digital environment, and one of their biggest pastimes is playing…
Descriptors: Hospitality Occupations, Tests, Teaching Methods, Problem Solving
Sun Lin, Hong-Zheng; Chiou, Guey-Fa – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This study examined the effects of comparison and game-challenge strategies on sixth graders' learning achievement of algebra variable, learning attitude towards algebra variable learning, and meta-cognitive awareness of algebra variable learning. A 2 × 2 factorial design was used, and 86 students were invited to participate in the experimental…
Descriptors: Grade 6, Algebra, Mathematics Instruction, Comparative Analysis
Kim, Heesung; Ke, Fengfeng – Interactive Learning Environments, 2017
This experimental study was intended to examine whether the integration of game characteristics in the OpenSimulator-supported virtual reality (VR) learning environment can improve mathematical achievement for elementary school students. In this pre- and posttest experimental comparison study, data were collected from 132 fourth graders through an…
Descriptors: Teaching Methods, Educational Games, Educational Technology, Technology Uses in Education

Peer reviewed
Direct link
