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Wijnhoven, Lieke A. M. W.; Engels, Rutger C. M. E.; Onghena, Patrick; Otten, Roy; Creemers, Daan H. M. – Journal of Autism and Developmental Disorders, 2022
The aim of the present study was to examine the additive effect of elements of cognitive behavioral therapy (CBT) on the video game Mindlight in decreasing anxiety of children with an autism spectrum disorder (ASD). A non-concurrent multiple baseline design with 8 children with ASD in the age of 8-12 was used. CBT did not have the hypothesized…
Descriptors: Cognitive Restructuring, Behavior Modification, Therapy, Video Games
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Malucelli, Federico; Fantinati, Matteo – Education 3-13, 2022
In the early years of school, pupils have a very positive approach towards any new topic. Very often, the first contact with mathematics in the Italian school risks giving a limited and somehow negative impression, generating long-lasting effects. In this paper, we report on a series of experiences carried out in a second-year class of a primary…
Descriptors: Student Experience, Creativity, Mathematics Education, Elementary School Science
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Stefan, Ioana A.; Gheorghe, Ancuta Florentina; Stefan, Antoniu; Piki, Andriani; Tsalapata, Hariklia; Heidmann, Olivier – International Journal of Mobile and Blended Learning, 2022
The goal of this paper is to explore how game-based experiences can be leveraged through mobile technology to activate learner engagement and achieve a seamless connection between formal and informal learning. The paper presents a mobile game authoring tool that enables educators to create gamified lesson paths, drawing on the concept of atomic…
Descriptors: Game Based Learning, Learning Experience, Electronic Learning, Handheld Devices
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Chan, Gwendoline Laurissa; Santally, Mohammad Issack; Whitehead, Jack – Education and Information Technologies, 2022
Yearly in Mauritius, only a few Special Educational Needs (SEN) and especially Deaf and Hard of Hearing (DHH) students manage to get a passing mark in French language at elementary level. As at date, literature suggests that there is hardly any French language learning tools connected with pedagogical knowledge and technological tools suitable for…
Descriptors: Game Based Learning, Educational Technology, Special Needs Students, Deafness
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Salas-Rueda, Ricardo-Adán; Alvarado-Zamorano, Clara; Ramírez-Ortega, Jesús – Educational Process: International Journal, 2022
Background/purpose: During the COVID-19 pandemic, teachers were required to update school activities using various technological tools. The aim of this mixed research was the construction and usage analysis of the Digital Game for the teaching-learning process on Electronics (DGE) version 3.0 in the Combinational Circuits unit through data…
Descriptors: Video Games, Teaching Methods, Learning Processes, Electronics
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Capinding, Andie Tangonan – European Journal of Educational Research, 2022
The primary goal of this study was to explore the effectiveness of Quizizz in enhancing students' motivation, interest, and achievement in physics. This study was conducted at the Nueva Ecija University of Science and Technology (NEUST)-Gabaldon campus during the second semester of the academic year 2021-2022. This study used both a descriptive…
Descriptors: Game Based Learning, Evaluation Methods, Instructional Effectiveness, Physics
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Davis, James P. – Cultural Studies of Science Education, 2022
Bonne and Higgins (2022) explore game playing and fluctuations in emotional climate at a classroom level of analysis using a social and phenomenological orientation. My aim in this forum paper is to extend upon their work by exploring the nature of both formal game rules and practical game rules as reasoning-in-action where science reasoning may…
Descriptors: Educational Games, Science Education, Standards, Gamification
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Dieckman, Andrea; Nelson, Eric; Luechtefeld, Ray; Giles, Garrett – InSight: A Journal of Scholarly Teaching, 2022
Students, especially those from recent generations, typically encounter difficulties providing and receiving feedback. Hence approaches to teach students feedback skills are valuable. This article explores perspectives related to learning feedback by (a) examining the process of feedback, (b) showing how Action Learning as a pedagogical component…
Descriptors: Feedback (Response), Experiential Learning, Educational Games, Age Groups
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Nigg, Carina; Weber, Christoph; Schipperijn, Jasper; Reichert, Markus; Oriwol, Doris; Worth, Annette; Woll, Alexander; Niessner, Claudia – Health Education & Behavior, 2022
Background: Urban and rural areas have been experiencing major demographic and structural changes, characterized by an aging population in rural areas and a growth of cities in number and size. However, it is poorly researched how children's physical activity and screen time developed in urban and rural areas. To address this deficit, we…
Descriptors: Rural Urban Differences, Children, Physical Activity Level, Trend Analysis
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Valenzuela, Daniela; Turunen, Tiina; Gana, Sofía; Rojas-Barahona, Cristian A.; Araya, Ricardo; Salmivalli, Christina; Gaete, Jorge – Prevention Science, 2022
Bullying is a major health problem. The KiVa antibullying program has been evaluated in Finland and other European countries, showing preventive effects on self-reported bullying victimization and perpetration. No evaluations of this program have been conducted in Latin America. A cluster randomized controlled trial was conducted at socially…
Descriptors: Foreign Countries, Bullying, Prevention, Program Effectiveness
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Luarn, Pin; Jhan, Ya-Cing; Lin, Hong-Wen – International Journal of Game-Based Learning, 2022
The study has chosen perhaps the most well-known serious game in the field of supply chain management: The Beer Game, and uses the means-end chains theory in an attempt to explore the innovative attributes that learners may wish to experience while playing. The study will also construct the psychological hierarchical structure of "innovative…
Descriptors: Educational Games, Supply and Demand, Information Management, Time Management
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Kuswandi, Dedi; Fadhli, Muhibuddin – Cogent Education, 2022
Fun and pervasive education into students' daily lives is an important part of children's development. Learning methods and cognitive styles are one of the important aspects of the dynamics of learning. This research was a quasi-experimental study using the pretest-posttest of a nonequivalent control group design. Therefore, research based on…
Descriptors: Gamification, Cognitive Style, Reading Instruction, Elementary School Students
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Ayob, Mohd Asraf; Hadi, Nurulhudaya Abdul; Pahroraji, Mohamad Ezad Hafez Mohd; Ismail, Balkhiz; Saaid, Mohammad Nabil Fikri – Asian Journal of University Education, 2022
Many universities shifted to Open Distance Learning (ODL) to ensure the continuity of teaching and learning when COVID-19 struck. One of the applications is 'Discord' which has become popular among gamers. Since many university students are gamers themselves, it is vital to investigate the use of Discord in the classroom. Therefore, this paper…
Descriptors: Computer Mediated Communication, Learner Engagement, COVID-19, Pandemics
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Ismail, Mohamad Izwan; Aazmi, Shafiq; Nazamuddin, Aisyah; Joseph, Stefanie Natasha Rich Anak; Hamid, Syahrul Bariah Abdul; Abdullah, Bahiyah; Daud, Suzanna – Asian Journal of University Education, 2022
Changes in antenatal gut microbiota (GM) have been associated with gestational diabetes and obesity which are influenced by diet and lifestyle. Gamification can be used as an interactive health education tool to convey this concept to the public. Thus, we designed an interactive story titled 'MoM: Microbiome of Maternity' highlighting the…
Descriptors: Curriculum Development, Curriculum Implementation, Role Playing, Game Based Learning
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Ha, Taemin; Yu, Hyeonho; Dauenhauer, Brian – Journal of Physical Education, Recreation & Dance, 2022
This article introduces the fundamental concepts and introductory techniques of Taekwondo education, including learning activities, and proposes games using the introductory techniques in accordance with both national physical education standards and the five tenets of Taekwondo.
Descriptors: Physical Education, Physical Activities, Skill Development, Interpersonal Relationship
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