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Hiba Naccache; Mayamin Altae; Areej Barham – Educational Process: International Journal, 2025
Background/purpose: This study investigated the impact of the Test Survey for Students (TSFS) software, a game-based learning intervention (GBL), on the mathematical achievement and attitudes of Qatari fourth-grade students. Materials/methods: Utilizing a mixed-methods approach guided by the Theory of Planned Behavior (TPB) and the TPACK…
Descriptors: Foreign Countries, Mathematics Education, Mathematics Achievement, Game Based Learning
Leonardou, Angeliki; Rigou, Maria; Panagiotarou, Aliki; Garofalakis, John – Smart Learning Environments, 2022
The primary question of this study is whether OLM and OSLM mechanisms, when used in a digital game, offer higher motivation. Furthermore, the study investigates whether a game's aesthetics and mechanics support players' intrinsic motivation. Both claims are tested through the design, implementation and pilot use of the Multiplication Game (MG). MG…
Descriptors: Game Based Learning, Student Motivation, Student Attitudes, Video Games
Ljerka Jukic Matic; Sonia Abrantes Garcêz Palha – International Electronic Journal of Mathematics Education, 2025
The growing integration of technology into society highlights the need for educational transformation to better equip students for future challenges and the evolving labor market. Digital game-based learning (DGBL) has emerged as a promising strategy for enhancing learning using interactive digital games. This study investigates the implementation…
Descriptors: Secondary School Mathematics, Mathematics Education, Video Games, Computer Games
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
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
Kadek Adi Wibawa; I Dewa Gede Agung Pandawana; I Made Wena – Mathematics Teaching Research Journal, 2025
The integration of technology in entrepreneurship arithmetic that uses realistic mathematic education as the basis into learning processes is instrumental in creating understanding and problem-solving abilities among students. However, until recently only a few technology-based learning media have been developed to accommodate the aforementioned…
Descriptors: Mathematics Instruction, Entrepreneurship, Teaching Methods, Instructional Effectiveness
If Only Dia; Zetra Hainul Putra; Gustimal Witri; Dahnilsyah; Ayman Aljarrah – Mathematics Teaching Research Journal, 2024
This study aimed to develop a supplementary mathematics textbook on traditional game-based computational thinking for elementary school students. This textbook was developed using a research and development model consisting of five stages: analysis, design, development, implementation, and evaluation (ADDIE). The mathematical contexts of the…
Descriptors: Game Based Learning, Supplementary Reading Materials, Textbooks, Mathematics Education
Ayman Alzaid – ProQuest LLC, 2023
As computer games become integral to students' learning experiences, this dissertation investigates the impact of educational game-based learning on mathematical outcomes and attitudes among elementary school students. Employing data science techniques, including statistical approaches and quantitative analysis through data mining of gameplay data…
Descriptors: Computer Games, Outcomes of Education, Game Based Learning, Mathematics Instruction
Lu Zhang; Yue Lei; Tim Pelton; Leslee Francis Pelton; Junjie Shang – Journal of Computer Assisted Learning, 2024
Background: Digital game-based learning (DGBL) has the potential to provide a gender inclusive learning environment for children. Objective: The present study aimed to explore gendered differences among primary school learners in grades three, four, and five within the context of game-based fraction learning from cognitive, motivational and…
Descriptors: Gender Differences, Game Based Learning, Mathematics Education, Electronic Learning
Yanjun Pan; Elizabeth L. Adams; Leanne R. Ketterlin-Geller; Eric C. Larson; Corey Clark – Educational Technology Research and Development, 2024
Computational thinking is acknowledged as an essential competency for everyone to learn. However, teachers find it challenging to implement the existing learning approaches in K-12 settings because the existing approaches often focus on teaching computing concepts and skills (i.e., programming skills) rather than on helping students develop their…
Descriptors: Middle School Students, Game Based Learning, Mathematics Education, Computation
Miriam Herrero-Martín; Cristina Aldavero; Alfonso Lahuerta; Luis Carro; Azael J. Herrero – International Journal of Game-Based Learning, 2025
This study explores the potential of modern board games to foster key competences in primary education. A total of 238 students and 17 teachers from Spain, Romania, and Greece implemented 29 board games targeting Linguistic Communication, Mathematical Competence, and Learning to Learn. The intervention included teacher training, pedagogical…
Descriptors: Foreign Countries, Game Based Learning, Elementary School Students, Elementary School Teachers
Yagmur, Bahriye Eda – Journal of Inquiry Based Activities, 2020
This study examined a game-based teaching activity on "Factors and Multiples" designed for the 6th grade students. The game aims to create a differentiated and enriched learning environment targeted the curriculum standard "The students determine prime numbers using their properties. The students find prime numbers using the…
Descriptors: Game Based Learning, Mathematics Education, Mathematics Instruction, Mathematics Activities
Gök, Mustafa; Akbas, Elif Ertem – International Online Journal of Education and Teaching, 2019
This study investigated whether the training program given within the framework of the Theory of Didactical Situations (TDS) within a mathematics education course could change the pre-service elementary teachers' attitudes towards a mathematics education course in an 11-week teaching process. In the study, the mixed method was used. The…
Descriptors: Preservice Teachers, Student Attitudes, Attitude Change, Mathematics Education
Vanyi, Jennifer – ProQuest LLC, 2018
An ongoing concern at institutions of higher education is persistence among underrepresented minority students in science, technology, engineering and mathematics (STEM) programs. This qualitative exploratory case study was designed to investigate whether combining two strategies, orientations and gamification, to provide more supports for…
Descriptors: Teaching Methods, Disproportionate Representation, Minority Group Students, Academic Achievement
Nunes, Miguel Baptista, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2020
These proceedings contain the papers of the 14th International Conference on e-Learning (EL 2020), which was organised by the International Association for Development of the Information Society, July 21-23, 2020. This conference is part of the 14th Multi Conference on Computer Science and Information Systems 2020, July 21-25, which had a total of…
Descriptors: Educational Technology, Electronic Learning, Blended Learning, Open Educational Resources

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