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Arturo Cortez; José Ramón Lizárraga; Edward Rivero – Reading Research Quarterly, 2024
This article reports on findings from a social design-based study conducted with an intergenerational group of youth, educators and researchers participating in the Learning to Transform (LiTT) Gaming Lab. We advance the notion of AlgoRitmo Literacies, to highlight the ingenuity of youth and educators as they used a tool called Character AI to…
Descriptors: Algorithms, Artificial Intelligence, Latin American Culture, Literacy
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Thomas Kraska – Journal of Chemical Education, 2022
An educational lattice model is proposed for the investigation of the influence of the density and indirectly of the pressure on the chemical equilibrium of the ideal gas phase reaction A [equilibrium] 2B. The model can be introduced by a board game simulating a stochastic process. This game can also be used to set up a corresponding computer…
Descriptors: Secondary School Students, Secondary School Science, Chemistry, Science Instruction
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Athanasios Christopoulos; Stylianos Mystakidis; Justyna Kurczaba; Mikko-Jussi Laakso; Chrysostomos Stylios – International Journal of Science and Mathematics Education, 2024
Previous studies have found positive effects of Game-Based Learning for mathematics. While most studies assume that this effect is explained by the presence of flow/immersion during games, this has not yet been established. The aim of the current study is to verify if immersion indeed is associated with mathematical skills improvement when using a…
Descriptors: Computer Simulation, Educational Games, Mathematics Skills, Mathematics Achievement
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Susie Gronseth; Amani Itani; Kathryn Seastrand; Bettina Beech; Marino Bruce; Thamar Solorio; Ioannis Kakadiaris – Journal of Interactive Learning Research, 2025
This study examines the design, implementation, and evaluation of a Digital Educational Escape Room (DEER) titled "Escape from the Doctor's Office," developed to enhance artificial intelligence/machine learning (AI/ML) literacy. Grounded in constructivist pedagogy and behaviorist principles, the DEER was designed using the ADDIE…
Descriptors: Educational Games, Artificial Intelligence, Technological Literacy, Teamwork
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Shian-Shyong Tseng; Tsung-Yu Yang; Wen-Chung Shih; Bo-Yang Shan – Interactive Learning Environments, 2024
In this paper, to handle the problem of the quick evolution of cyber-security attacks, we developed the iMonsters board game and proposed the attack and defense knowledge self-evolving algorithm. Three versions of the iMonsters were launched in 2013, 2017, and 2019, respectively. Accordingly, the cyber-security ontology can be refined by the…
Descriptors: Educational Games, Computer Security, Computer Science Education, Game Based Learning
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Karimov, Ayaz; Saarela, Mirka; Kärkkäinen, Tommi – International Educational Data Mining Society, 2023
Within the last decade, different educational data mining techniques, particularly quantitative methods such as clustering, and regression analysis are widely used to analyze the data from educational games. In this research, we implemented a quantitative data mining technique (clustering) to further investigate students' feedback. Students played…
Descriptors: Student Attitudes, Feedback (Response), Educational Games, Information Retrieval
Jenks, Theodore G. – ProQuest LLC, 2022
The purpose of this action research was to implement a digital game development project and describe its effects on the performance and attitudes of eighth-grade students in a required computer science course at South Carolina School District Alpha. The following research questions were explored: (1) How does the game development project impact…
Descriptors: Middle School Students, Active Learning, Student Projects, Games