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Hans G. K. Hummel; Rob Nadolski; Hugo Huurdeman; Giel van Lankveld; Konstantinos Georgiadis; Aad Slootmaker; Hub Kurvers; Mick Hummel; Petra Neessen; Johan van den Boomen; Ron Pat-El; Julia Fischmann – Journal of Computer Assisted Learning, 2024
Background: Complex skills, like analytical thinking, are essential in preparing students for future professions. Serious games hold potential to stimulate the online acquisition of such professional skills in an active and experiential way. Objective: Rubrics are proven assessment and evaluation instruments, but were never directly integrated…
Descriptors: Game Based Learning, Scoring Rubrics, Educational Games, Computer Simulation
Verwimp, Cara; Snellings, Patrick; Wiers, Reinout W.; Tijms, Jurgen – Journal of Computer Assisted Learning, 2023
Background: Learning which letters correspond to which speech sounds is fundamental for learning to read. Based on previous experimental studies, we developed a serious game aiming to boost letter-speech sound (L-SS) correspondences in a motivational game environment. Objectives: The goal of this study was to determine the efficacy of this game in…
Descriptors: Phoneme Grapheme Correspondence, Reading Instruction, Game Based Learning, Program Effectiveness
Reddy, Pritika; Chaudhary, Kaylash; Sharma, Bibhya; Chand, Darren – Education and Information Technologies, 2021
In the digital age, advocating and improving digital literacy is a global challenge. There have been scales developed to measure individuals' digital literacy competencies; however, intervention programs have been only a few. This research paper articulates design details, validity, reliability and effectiveness of a new online modulated digital…
Descriptors: Game Based Learning, Intervention, Technological Literacy, Pacific Islanders
Megan Conrad; David Shuster – Society for Research on Educational Effectiveness, 2024
Background: Performance with fractions has been a weak point in U.S. education for decades and has not improved in recent years (Siegler, 2017). High School math teachers frequently rate their students' knowledge of fractions as "poor" and see this lack of foundational knowledge as one of the top barriers to students mastering algebra…
Descriptors: Mathematics Achievement, Game Based Learning, Educational Technology, Fractions
Allison Liu; Jenny Yun-Chen Chan; Ji-Eun Lee; Lauren E. Decker-Woodrow; Shihfen Tu; Adam Sales; Craig A. Mason – Grantee Submission, 2022
The current study investigated how prior knowledge moderated the effects of three educational technologies ("From Here to There," "DragonBox 12+," and problem sets in "ASSISTments") on seventh-grade students' later algebraic knowledge. Pretest scores only moderated effects of "From Here to There," with…
Descriptors: Prior Learning, Program Effectiveness, Game Based Learning, Intervention
Haruna, Hussein; Zainuddin, Zamzami; Okoye, Kingsley; Mellecker, Robin R.; Hu, Xiao; Chu, Samuel Kai Wah; Hosseini, Samira – Interactive Learning Environments, 2023
This study evaluates the effect of game mechanics by employing serious games and gamification for improving learning outcomes. This is done by considering the performances of the students in terms of the test scores. In the quasi-experimental set-up, which consists of 108 students in their intact three classes attended a series of lessons on…
Descriptors: Gamification, Game Based Learning, Sex Education, Sexuality
Jessica Mercer Young; Kristen E. Reed; Heidi Rosenberg; Janna F. Kook – Grantee Submission, 2023
Differences in children's mathematics knowledge are evident at kindergarten entry, favoring children who have greater access to economic resources. Fostering preschoolers' mathematics learning at home and in classroom settings, through games and other developmentally appropriate activities, is of great interest to educators, early childhood…
Descriptors: Preschool Children, Early Intervention, Preschool Education, Mathematics Instruction
Macoun, Sarah J.; Schneider, Isabel; Bedir, Buse; Sheehan, John; Sung, Andrew – Journal of Autism and Developmental Disorders, 2021
This pilot study investigated the efficacy of a game-based cognitive training program ("Caribbean Quest"; CQ) for improving attention and executive function (EF) in school-aged children with Autism Spectrum Disorder (ASD). CQ is a 'serious game' that uses a hybrid process-specific/compensatory approach to remediate attention and EF…
Descriptors: Executive Function, Short Term Memory, Attention, Intervention
Brennan, Attracta; McDonagh, Tara; Dempsey, Mary; McAvoy, John – IEEE Transactions on Learning Technologies, 2022
Studies show that reduced literacy skills can negatively influence a child's self-esteem and future career opportunities. Literacy is significantly affected when problems exist in understanding the phonological component or sound structure of language, i.e., phonological awareness. Children with dyslexia in particular experience difficulties in…
Descriptors: Dyslexia, Literacy, Intervention, Phonological Awareness
Joslyn, P. Raymond; Kronfli, Faris R. – Education and Treatment of Children, 2021
We implemented a rapid protocol to train teachers in a school for detained juvenile offenders to implement the Good Behavior Game, an empirically supported group contingency procedure, in their classrooms. Data were collected on both teacher (i.e., two measures of treatment integrity) and student behavior (i.e., disruptive behavior). Results…
Descriptors: Behavior Problems, Program Implementation, Program Effectiveness, Game Based Learning
Engledowl, Christopher; Al-younes, Mohammad; Chamberlin, Barbara; Stanford, Ted – School Science and Mathematics, 2021
Algebra has long been a gatekeeper to more advanced mathematics and to tertiary education. International assessments, such as PISA, have also shown that this trend extends beyond borders, making the topic of when algebra should be learned quite political. Many reforms have been instituted since the early 1990s to infuse algebraic thinking into…
Descriptors: Algebra, Mathematics Instruction, Elementary School Students, Mathematics Skills
Angelique Jenney; Jennifer Koshan; Carla Ferreira; Narmin Nikdel; Christina Tortorelli; Torri Johnson; Aurora Allison; Breanne Krut; Ambereen Weerahandi; Krista Wollny; Nathan Pronyshyn; Georgina Marie Bagstad – Journal of Social Work Education, 2023
Gender-based violence (GBV) is global issue, requiring specialized knowledge, attitudes, and skills. The most effective responses are interdisciplinary, involving social work, healthcare, and the justice system. While GBV was exacerbated during the pandemic, many students faced a reduced availability of practice opportunities to learn how to…
Descriptors: Sexual Abuse, Intervention, COVID-19, Pandemics
Orji, Fidelia A.; Vassileva, Julita; Greer, Jim – International Journal of Artificial Intelligence in Education, 2021
Persuasive Technologies (PT) are computational methods, strategies, and design techniques, grounded in social psychology to change user attitudes/behaviours. PTs have been applied in diverse areas, such as eCommerce, health, workplace, vehicles, urban and ambient environments. A kind of PT that has become popular in eLearning is known under the…
Descriptors: Intervention, Program Effectiveness, Learner Engagement, Class Size
Terrell, Cassidy R.; Nickodem, Kyle; Bates, Alison; Kersten, Cassandra; Mernitz, Heather – Biochemistry and Molecular Biology Education, 2021
Introductory biochemistry courses are often challenging for students because they require the integration of chemistry, biology, physics, math, and physiology knowledge and frameworks to understand and apply a large body of knowledge. This can be complicated by students' persistent misconceptions of fundamental concepts and lack of fluency with…
Descriptors: Biochemistry, Science Instruction, Scientific Concepts, Misconceptions
Bohan, Clare; McDowell, Claire; Smyth, Sinéad – Journal of Positive Behavior Interventions, 2022
This study evaluated use of the Caught Being Good Game (CBGG) across two adolescent student populations, maintaining a focus on the provision of feedback during the game. The CBGG, a variation of the group contingency intervention the Good Behavior Game (GBG), is a classroom management intervention that involves the provision of points to teams of…
Descriptors: Game Based Learning, Educational Games, Contingency Management, Intervention
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