Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 3 |
Descriptor
Game Based Learning | 3 |
Video Games | 3 |
Foreign Countries | 2 |
Grade 5 | 2 |
21st Century Skills | 1 |
Children | 1 |
Computer Simulation | 1 |
Creativity | 1 |
Educational Games | 1 |
Elementary School Students | 1 |
Grade 6 | 1 |
More ▼ |
Source
International Journal of… | 3 |
Author
Akcaoglu, Mete | 1 |
Akcay, Hakan | 1 |
Gonzalez, Daisy | 1 |
Jensen, Lucas J. | 1 |
Kapici, Hasan Ozgur | 1 |
Sariçam, Ugur | 1 |
Toprak Yallihep, Emine Sena | 1 |
Yildirim, Mehtap | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Education Level
Elementary Education | 3 |
Intermediate Grades | 3 |
Middle Schools | 3 |
Grade 5 | 2 |
Grade 6 | 1 |
Junior High Schools | 1 |
Secondary Education | 1 |
Audience
Location
Turkey | 2 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Toprak Yallihep, Emine Sena; Akcay, Hakan; Kapici, Hasan Ozgur – International Journal of Technology in Education and Science, 2021
Developing students' attitudes toward science is an important issue because societies need individuals who can contribute to scientific and technological developments. That's why using various and different instructional tools in science education may have an impact on students' attitudes towards science positively. Within this respect, the goal…
Descriptors: Game Based Learning, Middle School Students, Science Achievement, Student Attitudes
Akcaoglu, Mete; Jensen, Lucas J.; Gonzalez, Daisy – International Journal of Technology in Education and Science, 2021
Problem solving is an essential skill for students to be successful in life and careers. Students need to use efficient strategies to solve problems effectively. In this basic interpretive qualitative study, we aimed to (a) explore children's problem-solving strategies in a game-based tool (i.e., puzzles), and (b) investigate the troubleshooting…
Descriptors: Children, Grade 5, Elementary School Students, Game Based Learning
Sariçam, Ugur; Yildirim, Mehtap – International Journal of Technology in Education and Science, 2021
This research is determined to investigate the effects of STEM activities practiced by using digital games in 6th-grade science classes on students' level of interest in STEM fields and their scientific creativity. As a digital game, Minecraft Education Edition was applied. As a data collecting tool for this survey, the STEM Career Interest Survey…
Descriptors: Instructional Effectiveness, STEM Education, Game Based Learning, Video Games