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Martínez, Camila; Maurits, Natasha; Maassen, Ben – Child Language Teaching and Therapy, 2023
GraphoGame is a computer-based game that trains grapheme-to-phoneme associations and has been shown to benefit reading acquisition in different languages and countries. In transparent languages, such as Spanish, learning grapheme-to-phoneme associations is of great importance when learning to read, and GraphoGame can help children at risk of…
Descriptors: Intervention, Identification, Reading Difficulties, Spanish Speaking
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Umar, Çigdem Nilüfer – Educational Policy Analysis and Strategic Research, 2023
The purpose of this research is to explain the effects of the qualitative results obtained from the data which is gathered from the interviews with gifted students and their parents regarding the screen use of gifted students between the ages of 12-18 on the potential screen addictions of gifted students. This study is mixed methods research. The…
Descriptors: Gifted, Academically Gifted, Parents, Pandemics
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Squire, Nikki – Journal of Educators Online, 2023
Digital game-based learning (DGBL) has shown to be an effective approach to gamifying the learning experience in any course and learning environment. To make learning more active and engaging for students, college faculty can use educational technologies such as game-based student response systems (SRSs) and interactive PowerPoint games as a…
Descriptors: Computer Games, Game Based Learning, Gamification, Online Courses
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Schiffman, James R. – History Teacher, 2020
Reacting to the past has emerged as a high-impact pedagogy that is attracting a growing following of academic practitioners. An expanding body of academic research explains why Reacting works and shows that students who take Reacting courses perform better in various assessment measures. Still, academic literature on Reacting lacks resources about…
Descriptors: History Instruction, Educational Games, Instructional Design, College Instruction
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Othman, Zainab; Zain, Nurul Hidayah Mat; Ismail, Ismassabah; Affandi, Sharifah Nor Syasya Syed Mohd; Noh, Nor Azida Mohamed; Yasin, Anita Mohd – International Journal of Evaluation and Research in Education, 2020
The purpose of this study was to evaluate the effectiveness of using an educational game application among driving school students on their understanding of driving rules and regulations. The application was developed and named as An Educational Game on the Theories of Driver Education Curriculum (DEC) to help students improve their visualization,…
Descriptors: Educational Games, Driver Education, Game Based Learning, Instructional Effectiveness
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Potter, John; Cowan, Kate – Global Studies of Childhood, 2020
This article takes as its starting point a recognition of play as meaning-making, and the playground as a rich and dynamic 'meaning-makerspace' where children draw moment-to-moment, rapidly and readily on the multiple resources available to them to make signs of their interest evident. These resources are drawn from their own lifeworlds, folkloric…
Descriptors: Play, Playgrounds, Elementary School Students, Video Games
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Scott, Rebecca A.; Rutner, Stephen M. – Information Systems Education Journal, 2020
This article illustrates the benefits of off the shelf simulation software to increase learning for students in the classroom. Furthermore, the use of a computer game presents a unique opportunity for increased understanding of transportation fundamentals in a fun environment. Another benefit is that the use of the simulation helps Millennial…
Descriptors: Educational Games, Transportation, Teaching Methods, Supply and Demand
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Banting, Nat; Williams, Chad – Mathematics Teacher: Learning and Teaching PK-12, 2020
This article examines the mathematical activity of five-year-old Liam to explore the difference between the mathematics games designed for children and the children's games that emerge through playful activity. We propose that this distinction is a salient one for teachers observing mathematical play for evidence of mathematical sense making.
Descriptors: Mathematics Instruction, Educational Games, Teaching Methods, Play
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Czauderna, André; Budke, Alexandra – Education Sciences, 2020
This paper examines how digital strategy and management games that have been initially designed for entertainment can facilitate the practice of dynamic decision-making. Based on a comparative qualitative analysis of 17 games--organized into categories derived from a conceptual model of decision-making design--this article illustrates two ways in…
Descriptors: Decision Making, Computer Games, Game Based Learning, Geography Instruction
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Roozenbeek, Jon; Maertens, Rakoen; McClanahan, William; van der Linden, Sander – Educational and Psychological Measurement, 2021
Online misinformation is a pervasive global problem. In response, psychologists have recently explored the theory of psychological inoculation: If people are preemptively exposed to a weakened version of a misinformation technique, they can build up cognitive resistance. This study addresses two unanswered methodological questions about a widely…
Descriptors: Games, Intervention, Scores, Pretests Posttests
Benjamin Gentry – ProQuest LLC, 2021
Currently, in traditional higher education courses, the design of failure and its perceived and applied consequences have created an atmosphere of learning where students are often afraid to explore, try, and engage. Furthermore, when the same students do attempt goals and are met with failure, they are often dejected and demotivated. Yet, the…
Descriptors: Student Experience, Gamification, College Students, Failure
Suijing Yang; Daniel Taylor-Griffiths; Fabienne van der Kleij; Pauline Taylor-Guy; Ralph Saubern – Australian Council for Educational Research, 2025
Many existing reviews of educational technologies focus on the affordances of specific types of technology rather than how different technologies can be designed and used to achieve specific teaching and learning objectives. Furthermore, there appears to be a widely held assumption that the use of educational technology will result in improved…
Descriptors: Teacher Empowerment, Educational Technology, Technology Uses in Education, Technology Integration
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Yusoff, Zarwina; Kamsin, Amirrudin; Shamshirband, Shahaboddin; Chronopoulos, Anthony T. – Education and Information Technologies, 2018
A Computer game is the new platform in generating learning experiences for educational purposes. There are many educational games that have been used as an interaction design tool in a learning environment to enhance students learning outcomes. However, research also claims that playing video games can have a negative impact on student behavior,…
Descriptors: Educational Games, Computer Games, Video Games, Instructional Design
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Janina Bistron; Angela Schwering – Journal of Geoscience Education, 2024
School curricula as well as scientific literature emphasize the need of understanding how children navigate with maps. To date, however, there is no empirically validated assessment tool for analyzing navigational map reading competencies that can be used in map-based navigation tasks in the real-world. This paper fills this gap by presenting…
Descriptors: Map Skills, Educational Games, Elementary School Students, Spatial Ability
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Fazlida Dahalan; Norlidah Alias; Mohd Shahril Nizam Shaharom – Education and Information Technologies, 2024
Games have been used as a learning tool for centuries. Gamification and game-based learning are becoming more prominent in educational settings for several reasons. When it comes to learning, being focused and immersed can massively improve a student's experience. The purpose of this study is to map the emerging trends of gamification and…
Descriptors: Gamification, Game Based Learning, Vocational Education, Educational Research
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