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Almonacid-Fierro, Alejandro; De Carvalho, Ricardo Souza; Vargas-Vitoria, Rodrigo; Fierro, Manuel Almonacid – International Journal of Instruction, 2022
The purpose of the article is to identify the games and the playful experience of children, as well as to understand the educational processes triggered by this social practice in the context of school recess, in eight public primary schools located in the province of Talca, Maule region, Chile. In methodological terms, the research is inscribed…
Descriptors: Games, Play, Recess Breaks, Foreign Countries
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Alrehaili, Enas Abdulrahman; Al Osman, Hussein – Interactive Learning Environments, 2022
Educational systems can benefit from Virtual Reality's (VR) ability to support experiential learning. In particular, VR based games, especially role-playing serious games (RPGs), can promote learning through the simulation of various educational scenarios. This study proposes an immersive VR-RPG to educate players about the behavior of honeybees.…
Descriptors: Computer Simulation, Game Based Learning, Role Playing, Program Effectiveness
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Clements, Lindsay J. – Journal of Educational Research, 2022
Although early childhood education emphasizes peer learning opportunities, adults, including early childhood teachers, often underestimate preschoolers' abilities to participate in cooperative interactions. Within the empirical literature, cooperative learning among young peers remains poorly understood. This research aims to help build the…
Descriptors: Cooperative Learning, Preschool Children, Peer Relationship, Mathematics Education
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Hallam, Kelly Forbes – International Journal of Social Research Methodology, 2022
The observations in this paper follow online focus group research involving mothers who play video games as a leisure pursuit. The study utilised an online focus group method within a custom online forum which split the forum into small virtual rooms, replicating small face-to-face focus groups in an online environment. The primary objective of…
Descriptors: Focus Groups, Mothers, Video Games, Leisure Time
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Dishon, Gideon; Kafai, Yasmin B. – Interactive Learning Environments, 2022
Rising political polarization and the spread of disinformation have highlighted the need to re-assess and broaden existing approaches to civic education. Though video games have been presented as tools that could capitalize on youth's interest-driven engagement with technology to support situated modes of civic learning, their actual contributions…
Descriptors: Video Games, Citizenship Education, Civics, Role
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Hankle, Zachary J.; Bluestone, Dane C.; Kramer, Jennifer K.; Bassi, Palak; Goreczny, Anthony J. – International Journal of Developmental Disabilities, 2022
Participation in enjoyable activities is instrumental to improving individuals' quality of life. Previous studies have indicated engagement in community-based activities and physical exercise are beneficial to individuals with intellectual disabilities (ID). The purpose of this study was to understand, from their perceptions, fun activities in…
Descriptors: Intellectual Disability, Recreational Activities, Interpersonal Relationship, Athletics
Domitrovich, Joshua L. – ProQuest LLC, 2022
Higher education practitioners continue to search for ways to increase student engagement with career services offices to improve students' career readiness and employability. The use and effectiveness of gamification to increase student engagement in co-curricular environments is an understudied area of educational research. Therefore, the…
Descriptors: Learner Engagement, Game Based Learning, Student Attitudes, Career Counseling
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Ward, Monica; Xu, Liang; Uí Dhonnchadha, Elaine – Research-publishing.net, 2022
Game Based Language Learning (GBLL) is an approach to language learning in which learning happens in the process of playing a game. GBLL has several potential benefits including enhanced reading, writing, and cultural awareness. This paper provides a brief overview of Cipher -- Faoi Gheasa, a GBLL app for Irish and learners' feedback on the game.…
Descriptors: Game Based Learning, Second Language Learning, Irish, Error Correction
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Pi-Sui Hsu; Reva Freedman; Darin Brockmann; Zachary Hueneke; Dean LaBarbera; Ben Kluga; Rui Zhang; Ian Sullivan; Margot Van Dyke – International Journal of Designs for Learning, 2022
The objective of this project was to address design gaps in previous programs that address scientific argumentation in middle schools. We adopted gamification mechanics (e.g., stimulus and response and progression) to design a computer-assisted program to better support students' development of scientific argumentation. In this paper, we describe…
Descriptors: Game Based Learning, Middle School Students, Persuasive Discourse, Science Education
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Wanicha Sakorn; Jirawan Srikram; Rattikan Sarnkong; Nuanhong Khamhong – Higher Education Studies, 2025
The purposes of the current study were to examine the effectiveness of the multimedia computer-based lessons on programming with Scratch in Technology integrated with the TGT cooperative learning technique based on the 80/80 efficiency criterion, to compare the learning achievement of Grade 7 students between those taught using multimedia…
Descriptors: Multimedia Instruction, Computer Assisted Instruction, Computer Science Education, Programming
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Alexa C. Budavari; Heather L. McDaniel; Antonio A. Morgan-López; Rashelle J. Musci; Jason T. Downer; Nicholas S. Ialongo; Catherine P. Bradshaw – Grantee Submission, 2025
Retention of early career teachers is a critical issue in education, with burnout and self-efficacy serving as important precursors to teachers leaving the field. An integration of the PAX Good Behavior Game (GBG; Barrish et al., 1969) and MyTeachingPartner (MTP; Allen et al., 2015) was tested in a randomized controlled trial (RCT) to investigate…
Descriptors: Randomized Controlled Trials, Followup Studies, COVID-19, Pandemics
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Craig Parkes; Michael A. Hemphill – Physical Education and Sport Pedagogy, 2025
Purpose: The study purpose was to investigate how preservice teachers' (PTs) socialization orientations influenced their interpretation and delivery of the teaching games for understanding (TGfU) model. Method: Participants were 14 undergraduate PTs enrolled in a games methods course in the Northeastern United States. Qualitative data were…
Descriptors: Constructivism (Learning), Physical Education, Athletics, Undergraduate Students
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Turkan Mehraj Ismayilli; Khatira Mahammad Mammadova; Aysel Alakbar Asadova – Novitas-ROYAL (Research on Youth and Language), 2025
Speaking is a vital skill frequently used in education and social life and allows individuals to communicate with other people in their daily lives. Many factors influence the development of speaking skills. The teacher needs to consider these factors during the teaching process. This study examines the effect of games on speaking skills in…
Descriptors: Educational Games, Teaching Methods, Second Language Learning, Second Language Instruction
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Ümmühan Gülnar – International Journal of Technology in Education, 2025
The aim of the study is to examine the leisure consciousness and technology addiction of students studying in different departments of universities on a relational basis. Causal comparison and relational survey methods, which are quantitative research methods, were used in the study. The population of the study is the students who are studying in…
Descriptors: Recreational Activities, Leisure Time, Addictive Behavior, College Students
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Eyal Liat; Merav Hayak – British Journal of Educational Technology, 2025
In today's era, the ability to create and utilize digital games in the classroom is of great importance, for both teachers and students. Yet traditional teaching methods often lack the implementation of games in general, and of digital games in particular. This study presents a unique constructivist framework for creating and integrating…
Descriptors: Technology Integration, Educational Technology, Educational Games, Constructivism (Learning)
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