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Showing 1 to 15 of 20 results Save | Export
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Zhihui Cai; Xin Zhang; Caiyan Liu; Jieni Zhan – Journal of Computer Assisted Learning, 2025
Background: Problem-solving ability is an important skill for students to develop in the 21st century. Many previous studies have focused on the impact of diverse digital educational games on problem-solving ability. However, there is inconsistency in the findings, with some studies reporting positive effects of digital game-based learning (DGBL)…
Descriptors: Game Based Learning, Video Games, Problem Solving, 21st Century Skills
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Jan Gunis; L'ubomir Snajder; L'ubomir Antoni; Peter Elias; Ondrej Kridlo; Stanislav Krajci – IEEE Transactions on Education, 2025
Contribution: We present a framework for teachers to investigate the relationships between attributes of students' solutions in the process of problem solving or computational thinking. We provide visualization and evaluation techniques to find hidden patterns in the students' solutions which allow teachers to predict the specific behavior of…
Descriptors: Artificial Intelligence, Educational Games, Game Based Learning, Problem Solving
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Gwo-Jen Hwang; Hsin Huang; Hui-Yun Chen – Education and Information Technologies, 2025
Enhancing students' civic literacy is considered an essential educational goal in the 21st century. Therefore, in the teaching process, how to provide students with opportunities to solve problems and how to provide immediate feedback to help students make correct decisions when facing real problems are important and challenging issues. Digital…
Descriptors: Civics, Positive Attitudes, Learning Processes, Behavior
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Anass Bayaga – International Journal of Technology in Education, 2025
This investigation explored the role of artificial intelligence (AI)-powered gamification on mathematics cognition through a mixed-methods design, blending an intervention with a gamified learning application (app) and a survey to evaluate student engagement and performance. The study explores the nexus of gamification, AI, and mathematics…
Descriptors: Artificial Intelligence, Problem Solving, Game Based Learning, Mathematics Instruction
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Yin Yin Khoo; Mohamad Rohieszan Ramdan; Nor Liza Abdullah; Nurul Ashykin Abd Aziz; Nurhanie Mahjom – International Journal of Education in Mathematics, Science and Technology, 2025
This article aims to systematically explore the literature on game-based learning in higher education, focusing on its impacts on students' thinking and learning. Prisma method was employed to analysis the data. The article published between 2016 to 2023 from Web of Science, Scopus and Eric were taken into consideration for this study with the…
Descriptors: Game Based Learning, Higher Education, Educational Research, Thinking Skills
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Chun-Chun Chang; Gwo-Jen Hwang; Liang-Shiou Ou – Journal of Computer Assisted Learning, 2025
Background: For learners with intellectual disability, it is a challenge and crucial issue to foster their life skills. These learners generally encounter several problems during the learning process, such as difficulties paying and maintaining attention, difficulties with memory and application and slow learning ability. Life skills training can…
Descriptors: Basic Skills, Intellectual Disability, Technology Uses in Education, Game Based Learning
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Lorien Cafarella; Lucas Vasconcelos – Education and Information Technologies, 2025
Middle school students often enter Computer Science (CS) classes without previous CS or Computational Thinking (CT) instruction. This study evaluated how Code.org's block-based programming curriculum affects middle school students' CT skills and attitudes toward CT and CS. Sixteen students participated in the study. This was a mixed methods action…
Descriptors: Middle School Students, Computation, Thinking Skills, Problem Solving
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Pavlos Toukiloglou; Stelios Xinogalos – Journal of Educational Computing Research, 2025
This study examines the effectiveness of a collaborative support method in enhancing programming learning outcomes in a serious game. The game Code Hasp was developed to facilitate the comparison between two support methods, worked examples and a collaborative peer support approach. A total of 111 elementary school students participated, divided…
Descriptors: Educational Games, Programming, Cooperative Learning, Peer Relationship
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Jewoong Moon; Fengfeng Ke; Zlatko Sokolikj – Technology, Knowledge and Learning, 2025
In this exploratory study, we designed and validated game-based performance tasks to assess the development of representational flexibility in autistic adolescents through virtual reality (VR)-based training. Representational flexibility, a critical cognitive ability, involves attention switching, generating representations, and recognizing…
Descriptors: Game Based Learning, Educational Games, Performance, Task Analysis
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Yu-Cheng Lin; Shu-Yun Chien; Huei-Tse Hou – Education and Information Technologies, 2025
The training of hostel service skills emphasizes the application of procedural knowledge and complex problem-solving skills, and with the development of education technology, game-based learning that mixes virtual reality (VR) and physical games has begun to be emphasized. In this study, we proposed a multi-dimensional scaffolding design framework…
Descriptors: Scaffolding (Teaching Technique), Educational Games, Computer Simulation, Cognitive Ability
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Hatice Kübra Isik; Aysegül Liman Kaban – Journal of Educational Technology and Online Learning, 2025
Educational digital escape games (EDEGs) are digital versions of escape rooms where players solve puzzles and complete challenges to achieve educational goals. This study investigates the effects of EDEGs on the academic achievement and motivation of elementary school students in mathematics. Using an explanatory sequential mixed-method design, 45…
Descriptors: Grade 3, Elementary School Students, Teaching Methods, Student Motivation
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Mark Applebaum – European Journal of Science and Mathematics Education, 2025
Students often perceive mathematics as a challenging and abstract subject, leading to disengagement and anxiety. To address these challenges, educators have increasingly turned to math games as a pedagogical tool to make learning more interactive and enjoyable. This paper explores the potential of math games, particularly Bachet's game, as…
Descriptors: Preservice Teacher Education, Preservice Teachers, Mathematics Activities, Mathematics Education
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Xiaoli Huang; Wei Xu; Ruijia Liu – International Journal of Distance Education Technologies, 2025
This article presents a meta-analysis of the existing literature using Stata 18.0, focusing on the effects of ITSs on learning attitudes, knowledge acquisition, learner motivation, performance, problem-solving skills, test scores, and educational outcomes across different countries and educational levels (k = 30, g = 0.86). The findings suggest…
Descriptors: Intelligent Tutoring Systems, Outcomes of Education, Learning Motivation, Student Attitudes
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Stephen M. Fitzjohn; Alice M. Semenenko; Frances M. MacMillan – Advances in Physiology Education, 2025
In response to a decline in the numeracy skills and confidence of first-year biomedical science undergraduate students, a series of quizzes was developed to encourage students to practice their numeracy skills with topic-related problems. The quizzes were created using existing tools in the online learning platform Blackboard (Blackboard, Inc.).…
Descriptors: Active Learning, Numeracy, Self Efficacy, Learning Management Systems
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Zhitian Skylor Zhang; Martina Seemann; Richard Joos; Markus Suren; Helge Fischer; Mathias Hofmann – Journal of Creative Behavior, 2025
Given the increasing emphasis on game-based approaches (GBAs) and the critical importance of cultivating creativity, there is an urgent need for a comprehensive examination of this emerging interdisciplinary field. The present study employs a scoping review methodology to provide an overview of the existing research that utilized GBAs as a means…
Descriptors: Creativity, Teaching Methods, Game Based Learning, Interdisciplinary Approach
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