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Danielle S. McNamara; Tracy Arner; Reese Butterfuss; Ying Fang; Micah Watanabe; Natalie Newton; Kathryn S. McCarthy; Laura K. Allen; Rod D. Roscoe – Grantee Submission, 2022
The Interactive Strategy Training for Active Reading and Thinking (iSTART) game-based intelligent tutoring system (ITS) was developed with a foundation of comprehension theory and principles of learning science to improve students' comprehension of complex scientific texts. iSTART has been shown to improve reading comprehension for learners from…
Descriptors: Reading Strategies, Reading Instruction, Reading Programs, Reading Comprehension
Shiying Cai – Journal of Chemical Education, 2022
Chemistry is often seen as an abstract and content-heavy subject. Many students struggle with chemistry because they attempt to memorize the content without understanding the concepts. As a result, students often have misconceptions. COVID-19 has driven teaching and learning online, and an escape room teaching method, which is a way to enhance…
Descriptors: Chemistry, Science Instruction, Educational Technology, Game Based Learning
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
Mochammad Faiz Nur Falah; Muhammad Iqbal Rifqy; Ailsa Tsabita Primrose; Taufiq Satria Mukti – Journal of Research and Advances in Mathematics Education, 2025
Curved Side Spaces (BRSL) in learning need to be presented with learning media to make it easier for students to understand the concept. This research aims to produce learning media based on technology and cultural values. The media in question is (BRUSLE) an Android application that can be accessed via mobile with augmented reality hologram…
Descriptors: Computer Simulation, Synthesis, Physical Environment, Simulated Environment
Amos Oyelere Sunday; Friday Joseph Agbo; Jarkko Suhonen – Technology, Knowledge and Learning, 2025
The recent popularity of computational thinking (CT) and the desire to apply CT in our daily lives have prompted the need for a successful pedagogical technique for learning CT in K-12 education. The application of co-design pedagogical techniques has the potential to improve students' CT learning through knowledge sharing and the creation of…
Descriptors: Thinking Skills, Computer Science Education, Research Reports, Teaching Methods
Dhesi Wulan Sari; Deri Herdawan; Fajar Sari Kurniawan; Marselia; Retno Anggoro – Journal of Education and Learning (EduLearn), 2025
Previous studies suggested that game learning method could assist students in improving English proficiency. However, Gen Z students in a semi-military maritime vocational school had a lack of motivation to enrich their maritime English mastery because of their many non-academic activities. The goal of this study was to present polimarlish.id as…
Descriptors: Game Based Learning, Web Sites, Educational Technology, English (Second Language)
Baofu Wang; Longxi Li; Xiaolu Liu – Strategies: A Journal for Physical and Sport Educators, 2025
In recent years, student behavioral issues have become a growing concern. Physical education (PE) provides ample meaningful opportunities to foster personal and social development. Among all the instructional models in PE, Teaching Personal and Social Responsibility (TPSR) stands out as the most suitable model to facilitate the development of…
Descriptors: Student Behavior, Social Emotional Learning, Physical Education, Social Responsibility
Chieh-Ju Tsao; Chun-Sheng Chang; Chih-Hung Chen – Journal of Educational Computing Research, 2025
Prior research has emphasized that two-tier tests are an effective approach to guiding students through game tasks; furthermore, self-efficacy, which is potentially related to students' surroundings and academic performance, has a positive impact on students' cognitive outcomes in games. This implies the significance of conducting a study to probe…
Descriptors: Game Based Learning, Elementary School Students, Grade 6, Foreign Countries
Paula M. Castro; Óscar Fresnedo; Adriana Dapena; Javier Pereira; Francisco J. Vázquez-Araujo – Journal of Service-Learning in Higher Education, 2024
Service-Learning (SL) is a powerful methodology to acquire competences and values in Higher Education. However, there is still no widespread use in Information and Computer Science (ICS) degrees where most of the subjects are focused on the development of theoretical and practical contents purely related to technical competences. In this paper, we…
Descriptors: Service Learning, Undergraduate Students, Bachelors Degrees, Theses
Catherine Akoth Ongoro; Yong-Yi Fanjiang – IEEE Transactions on Learning Technologies, 2024
This article aims to provide a systematic review of existing research on the use of digital game-based learning (DGBL) technology for foreign language (English) in preschool and elementary schools. Digital game-based technology enables learning to become more interactive and inspirational, thereby enhancing language acquisition. The authors…
Descriptors: Game Based Learning, Elementary School Students, Preschool Education, Creativity
Ya-Wen Cheng; Yuping Wang; Yu-Jie Cheng; Nian-Shing Chen – Computer Assisted Language Learning, 2024
Existing research has established immense importance in contextual learning for second language development. However, to provide real-life context in the learning of a foreign language is challenging. To help create such a learning environment, our previous research developed an innovative system called the R&T System, utilizing robots (R) and…
Descriptors: Robotics, Internet, Game Based Learning, Children
Carlos Montoya-Fernández; Luisa Losada-Puente; Isabel María Gómez-Barreto; Pedro Gil-Madrona – European Early Childhood Education Research Journal, 2024
This systematic review aims to identify the dimensions operationalized in different instruments that assess the developmental domains in Early Childhood Education through play. Research between 2015 and 2021 that dealt with quantitative developmental assessment instruments from 2 to 7 years of age were included. Instruments without psychometric…
Descriptors: Foreign Countries, Early Childhood Education, Play, Developmentally Appropriate Practices
Ching-Huei Chen; Ching-Ling Chang – Education and Information Technologies, 2024
This study aimed to investigate the effectiveness of using AI-assisted game-based learning on science learning outcomes, intrinsic motivation, cognitive load, and learning behavior. A total of 202 seventh graders were recruited and randomly assigned to the following three groups: (1) Game only (N = 70), (2) GameGPT (N = 63), and (3)…
Descriptors: Artificial Intelligence, Game Based Learning, Technology Uses in Education, Science Instruction
Aaron Howard Pomeranz – ProQuest LLC, 2024
Struggling math students often have difficulty developing a sense of self-efficacy and intrinsic motivation to learn math, which has been found to predict future math achievement (Pitsia et al., 2017). Conventional methods of math instruction and assessment may provoke elevated levels of math anxiety for many students, which has been found to…
Descriptors: Grade 5, Mathematics Education, Mathematics Achievement, Mathematics Anxiety
Kuan-Fu Chen; Gwo-Jen Hwang; Mei-Rong Alice Chen – Educational Technology Research and Development, 2024
Many studies have incorporated concept maps into digital games to enable learners to make connections between subject concepts in the game. However, most learners do not associate spontaneously with the thematic concepts in the game but need to be facilitated by effective scaffolding mechanisms to reconceptualize the learning process and content.…
Descriptors: Concept Mapping, Game Based Learning, Learning Strategies, Grade 7

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