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Showing 1 to 15 of 192 results Save | Export
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Zhihui Cai; Xin Zhang; Caiyan Liu; Jieni Zhan – Journal of Computer Assisted Learning, 2025
Background: Problem-solving ability is an important skill for students to develop in the 21st century. Many previous studies have focused on the impact of diverse digital educational games on problem-solving ability. However, there is inconsistency in the findings, with some studies reporting positive effects of digital game-based learning (DGBL)…
Descriptors: Game Based Learning, Video Games, Problem Solving, 21st Century Skills
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Tongxi Liu – British Journal of Educational Technology, 2024
To date, extensive work has been devoted to incorporating computational thinking in K-12 education. Recognizing students' computational thinking stages in game-based learning environments is essential to capture unproductive learning and provide appropriate scaffolding. However, few reliable and valid computational thinking measures have been…
Descriptors: Elementary Secondary Education, Game Based Learning, Puzzles, Problem Solving
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Jan Gunis; L'ubomir Snajder; L'ubomir Antoni; Peter Elias; Ondrej Kridlo; Stanislav Krajci – IEEE Transactions on Education, 2025
Contribution: We present a framework for teachers to investigate the relationships between attributes of students' solutions in the process of problem solving or computational thinking. We provide visualization and evaluation techniques to find hidden patterns in the students' solutions which allow teachers to predict the specific behavior of…
Descriptors: Artificial Intelligence, Educational Games, Game Based Learning, Problem Solving
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Fengfeng Ke; Chih-Pu Dai; Luke West; Yanjun Pan; Jiabei Xu – Journal of Educational Computing Research, 2024
Students frequently struggled with the mathematizing process -- forging connections between implicit and explicit mathematical thinking -- when solving a context-rich applied problem. The current research investigated how students interact with and leverage purposively designed "mathematizing" supports when solving applied math problems…
Descriptors: Game Based Learning, Educational Environment, Problem Solving, Mathematics Education
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Gwo-Jen Hwang; Hsin Huang; Hui-Yun Chen – Education and Information Technologies, 2025
Enhancing students' civic literacy is considered an essential educational goal in the 21st century. Therefore, in the teaching process, how to provide students with opportunities to solve problems and how to provide immediate feedback to help students make correct decisions when facing real problems are important and challenging issues. Digital…
Descriptors: Civics, Positive Attitudes, Learning Processes, Behavior
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Fengfeng Ke; Chih-Pu Dai; Luke West – Journal of Computer Assisted Learning, 2024
Background: Game-based learning can frame problem-solving as a sense-making experience with domain-specific tasks for school students. However, multiple challenges arise when trying to support learners in such a complex, problem-oriented learning environment. Objectives and Methods: With an architecture-themed mathematics learning game, we…
Descriptors: Middle School Students, Student Experience, Mathematics Education, Game Based Learning
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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
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Pérez Cortés, Luis E.; Gao, Yuchan; Kessner, Taylor M.; Bernier, Jeremy; Gee, Elisabeth R. – International Journal of Game-Based Learning, 2022
Designing games from the ground up is a popular activity for helping students think in designerly ways. Despite their benefits, such game design activities may place higher-than-anticipated demands on cognitive and institutional resources. In an effort to alleviate these demands, this study explored how playing and fixing partially completed games…
Descriptors: Educational Games, Design, Play, Problem Solving
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Chun-Chun Chang; Gwo-Jen Hwang; Liang-Shiou Ou – Journal of Computer Assisted Learning, 2025
Background: For learners with intellectual disability, it is a challenge and crucial issue to foster their life skills. These learners generally encounter several problems during the learning process, such as difficulties paying and maintaining attention, difficulties with memory and application and slow learning ability. Life skills training can…
Descriptors: Basic Skills, Intellectual Disability, Technology Uses in Education, Game Based Learning
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Carmen Barquero-Ruiz; David Kirk – Curriculum Studies in Health and Physical Education, 2024
Building on the original work of Bunker and Thorpe and their Teaching Games for Understanding (TGfU) approach to physical education, there is now a proliferation of Game Based Approaches (GBA) in the research literature (Bunker & Thorpe, 1982, A model for the teaching of games in secondary schools. "Bulletin of Physical Education,"…
Descriptors: Physical Education, Game Based Learning, Educational Games, Teaching Methods
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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
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Shokeen, Ekta; Weintrop, David; Pellicone, Anthony James; Moon, Peter Francis; Ketelhut, Diane; Cukier, Michel; Plane, Jandelyn Dawn – Information and Learning Sciences, 2023
Purpose: The purpose of this paper is to understand the role of perplexity in young players' experiences within an educational videogame and how reflective thinking can help them to get out of perplexing scenarios. Design/methodology/approach: We used a constructivist grounded theory approach and the lenses of Dewey's conceptualization of…
Descriptors: Game Based Learning, Educational Games, Video Games, Reflection
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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
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Pan, Yanjun; Ke, Fengfeng; Dai, Chih-Pu – Journal of Educational Computing Research, 2023
Although prior research has highlighted the significance of representations for mathematical learning, there is still a lack of research on how students use multimodal external representations (MERs) to solve mathematical tasks in digital game-based learning (DGBL) environments. This exploratory study was to examine the salient patterns problem…
Descriptors: Multimedia Instruction, Game Based Learning, Video Games, Mathematics Activities
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
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