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Showing 1 to 15 of 16 results Save | Export
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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
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Koparan, Timur – International Journal of Mathematical Education in Science and Technology, 2022
This study aimed to examine the impact of game and simulation-based learning environments on the success, concept knowledge, and attitude of prospective teachers regarding probability. The sample of the study consisted of 94 prospective mathematics teachers. The study was conducted in accordance with the quasi-experimental study design and the…
Descriptors: Game Based Learning, Probability, Educational Environment, Student Attitudes
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Luo, Tian; Hickman, Catherine; Muljana, Pauline – Journal of Educational Multimedia and Hypermedia, 2022
Low mathematics scores in the U.S. have been pressing educators to find engaging strategies and effective tools to promote math performance. While emerging technologies, such as digital math games, show promises in improving mathematical education, existing studies have garnered mixed findings and thereby necessitating further investigation. This…
Descriptors: Game Based Learning, Mathematics Education, Student Attitudes, Video Games
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Doleshal, B. – PRIMUS, 2023
This article presents an experience in teaching mathematical thinking through games in a math course for non-science majors. The course described here has run twice on the campus of Sam Houston State University and is a combination of escape room pedagogy and game-based pedagogy. From these courses, I note an increased engagement of students with…
Descriptors: Game Based Learning, Mathematics Education, Nonmajors, Cooperative Learning
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Karamert, Önder; Kuyumcu Vardar, Aslihan – Journal of Educational Technology and Online Learning, 2021
This study aims to investigate the effect of gamification on fifth-grade students' academic achievements and attitudes towards mathematics course. For this purpose, the teaching process of the "fractions" as a subject of the mathematics course is equipped with gamification elements. The quasi-experimental design is preferred as the…
Descriptors: Game Based Learning, Teaching Methods, Instructional Effectiveness, Mathematics Instruction
Dennis Ward – ProQuest LLC, 2022
The purpose of this study was to design, develop, and test the effects of digital game-based learning on undergraduate students' learning motivation, mathematics achievement, and learning retention in a college algebra course. Digital games utilize interactive digital media that offer rules-based challenges and react to the individual's choices.…
Descriptors: Computer Games, Game Based Learning, College Mathematics, Algebra
Ginny L. Smith – ProQuest LLC, 2021
Many secondary students in the United States are struggling to find success in math creating a preparation gap in the U.S. STEM workforce. Based on national and international assessments, little improvement has been made over the past several decades in U.S. secondary students' knowledge and skills in higher-order math tasks like translating and…
Descriptors: Game Based Learning, Video Games, Algebra, Word Problems (Mathematics)
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Sulma Paola Vera-Monroy; Sandra Rodriguez; Manuel Alfredo Figueredo – International Journal of Mathematical Education in Science and Technology, 2024
This study evaluates the implementation of a collaborative/game-based learning strategy on final year B.Sc. students focused on reinforcing the Taylor theorem (a mathematical concept previously learned, usually forgotten over time and widely used in chemical engineering) and analyses its effect on their academic performance. To this end, the…
Descriptors: Undergraduate Students, Engineering Education, Game Based Learning, Teaching Methods
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Ergül, Ebru; Dogan, Mustafa – International Journal of Progressive Education, 2022
This article seeks to determine how game-based mathematics teaching affects students' success when compared with conventional instruction for the place value concept in primary school. The study was carried out with a convergent/parallel mixed-method research design. The study group consisted of 51 second-grade primary school students and their…
Descriptors: Game Based Learning, Elementary School Students, Grade 2, Mathematics Instruction
Pamela Sveitlana Gibbs – ProQuest LLC, 2020
Advancements in technology have increased so rapidly that calls for education reform centering on STEM have become louder and louder. Particularly, many researchers and educators are focusing on math, because of its pivotal role in STEM, and the low-performance ratings of students within the United States. One of the potential reforms being…
Descriptors: Educational Technology, Game Based Learning, Video Games, Middle School Students
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Gutica, Mirela; Petrina, Stephen – International Journal of Game-Based Learning, 2021
Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an…
Descriptors: Educational Games, Mathematics Instruction, Student Attitudes, Grade 6
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van Putten, Sonja; Blom, Nicolaas; van Coller, Angelique – International Journal of Mathematical Education in Science and Technology, 2022
This study investigated the developmental influence of collaborative games, in the form of game-based worksheets, on the performance and attitudes of sixth-graders in the mathematics classroom. It is posited that games have the potential to enhance learning through positive emotional experiences. Non-digital game-based learning methodologies are…
Descriptors: Grade 6, Cooperative Learning, Mathematics Instruction, Game Based Learning
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Ilhan, Aziz – SAGE Open, 2021
The present study aimed to investigate the effects of geometry instruction activities conducted in nature based on modeling, game-based, and cooperative learning methods on achievement, mathematical motivation, and visual mathematical literacy perceptions of third-grade elementary school students. The present study is a quantitative study…
Descriptors: Game Based Learning, Mathematical Models, Cooperative Learning, Mathematics Achievement
K. P. Thai; Linlin Li; Abby Schachner – Age of Learning, Inc., 2018
With only 40% of students proficient in math by 4th grade, the U.S. faces an acute need to scale innovative approaches to help close the math achievement gap. Closing this gap is particularly critical in order to support effective Science, Technology, Engineering, and Mathematics (STEM) learning and prepare the future workforce for…
Descriptors: Mathematics Instruction, Game Based Learning, Educational Technology, Technology Uses in Education
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Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2022
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. The "EdMedia + Innovate Learning" conference took place in New York,…
Descriptors: Educational Technology, Flipped Classroom, Online Courses, Student Projects
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