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Showing 1 to 15 of 29 results Save | Export
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Ella James-Brabham; Tim Jay; Francesco Sella – Journal of Educational Psychology, 2024
Early numerical skills are important not only for later mathematical achievement but for overall achievement and are associated with later income, health, and quality of life. Socioeconomic disparities in numerical skills are visible before children begin school, and widen throughout schooling. It is, therefore, important to support the…
Descriptors: Numeracy, Mathematics Skills, Skill Development, Educational Games
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Muhammad Salman Shabbir; Ebetuel Pallares-Venegas – On the Horizon, 2024
Purpose: Entrepreneurship has become a widely accepted concept in the past few decades due to its prominent role in economic activity and economic development of a nation. Promotion of entrepreneurship can be ensured with the help of entrepreneurship teaching and learning through higher education institutions. Similarly, entrepreneurship skills…
Descriptors: Entrepreneurship, Universities, College Role, Skill Development
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Peter H. F. Ng; Peter Q. Chen; Astin C. H. Wu; Ken S. K. Tai; Chen Li – IEEE Transactions on Learning Technologies, 2024
This study examines a practical teaching and learning cycle tailored to integrate cutting-edge technologies (artificial intelligence (AI) and machine learning (ML) game development) and social entrepreneurship within a "STEM with meaning" approach. This cycle, rooted in service learning and the 5E constructivist teaching model (engage,…
Descriptors: Artificial Intelligence, STEM Education, Educational Games, Service Learning
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Marie Kirkpatrick; Mariela E. Tankersley; Gennina Noelle A. Ferrer; Roberta Carrillo Vega – Journal of Developmental and Physical Disabilities, 2024
Video activity schedules are a combination of video modeling and activity schedules that teach a singular task or a series of tasks to be completed. Instead of a sequence of pictures, videos demonstrate to the learner what is expected to be done. Research has focused heavily on using video activity schedules to teach daily living or vocational…
Descriptors: Autism Spectrum Disorders, Video Technology, Educational Games, Visual Aids
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Lusia Maryani Silitonga; Budi Dharmawan; Astrid Tiara Murti; Ting-Ting Wu – Journal of Educational Computing Research, 2024
Business simulation games (BSG) offer a unique opportunity to provide students with hands-on experience in a simulated business environment. This study aims to explore the effectiveness of BSG in promoting entrepreneurial intentions and competencies among undergraduate students. The study was conducted with 48 students, who participated in BSG as…
Descriptors: Entrepreneurship, Intention, Competence, Simulation
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Andrej Jerman Blažic; Borka Jerman Blažic – Education and Information Technologies, 2025
This paper presents a new developed methodology for teaching and learning subjects that although are very important in the modern digital society are neglected in high school education programs: cybersecurity and cyber safety. A Study among the EU high schools in 2021-2022 revealed that computer science teachers are not regularly upgrading their…
Descriptors: Computer Security, Technology Education, Computer Science Education, Electronic Learning
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Joanna Löytömäki; Pasi Ohtonen; Kerttu Huttunen – British Journal of Educational Technology, 2024
Children with neurodevelopmental disorders often have social-emotional difficulties. Serious games can be used to support their social-emotional learning. This study investigated if 6-10-year-old children with autism spectrum condition, attention deficit hyperactivity disorder and developmental language disorder would improve their emotion…
Descriptors: Social Emotional Learning, Educational Games, Skill Development, Neurodevelopmental Disorders
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M. Esther Del Moral-Pérez; Nerea López-Bouzas; Jonathan Castañeda-Fernández – Journal of New Approaches in Educational Research, 2024
Transmedia skill, derived from the process of converting films into educational games using augmented reality and artificial intelligence, involves employing various languages and mediums to adapt an original narrative to another format. This transmedia practice presents an opportunity to cultivate diverse skills in teacher training by…
Descriptors: Media Adaptation, Educational Games, Computer Simulation, Artificial Intelligence
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Inna Stakhova; Antonina Kushnir; Nataliia Franchuk; Kateryna Kolesnik; Lyudmila Lyubchak; Mikhailo Vatso – International Electronic Journal of Elementary Education, 2024
Given the rapid advancement of modern information and communication technologies, as well as the increasing demand for distance and hybrid learning models, it is imperative that prospective teachers attain a high level of digital competence. This study aimed to determine how effective the technique of using Kahoot! to develop the digital…
Descriptors: Digital Literacy, Competence, Preservice Teachers, Elementary School Teachers
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Sonja Hahn; Marie-Luise Springmann; Tamara Denninger; Mechthild Kiegelmann – Journal of Learning Development in Higher Education, 2025
When designing learning scenarios for first-semester university students, instructional developers should not only impart knowledge and skills but also support transition to university, for example by providing opportunities to build a sense of belonging. In our case study, we illustrate how we addressed these goals by creating a motivating…
Descriptors: Puzzles, Role Playing, Sense of Belonging, Communication Skills
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Orla Walsh; Conor Linehan; Christian Ryan – Autism: The International Journal of Research and Practice, 2025
There is increasing interest in the use of games to scaffold social skills training for autistic children and youth. However, there is no consensus on how to best approach their design, so that learning opportunities are maximised. This article presents a systematic scoping review of empirical studies that use games as social skills training for…
Descriptors: Autism Spectrum Disorders, Children, Adolescents, Late Adolescents
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Tiffany Yanyi Lee; Lit Wee Sim; Mohamed Syukri Bin Mohamed Anwar; Pierina Cheung; Kerry Lee; Daniel Ansari; Gianluca Esposito; Anne Rifkin-Graboi – European Journal of Psychology of Education, 2024
Mastery motivation predicts achievement, but intricacies amongst preschoolers are unclear. In keeping with the Specificity Principle, school-age, and adolescent research demonstrates the importance of considering the "setting conditions" in which mastery motivation is observed. Here, Singaporean 4-year-olds' (N = 63)…
Descriptors: Preschool Children, Student Motivation, Numeracy, Mathematics Activities
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Andreas Giannakoulas; Stelios Xinogalos – Journal of Educational Computing Research, 2025
This study critically reviews sixteen empirical studies that investigate the various difficulties that primary school students encounter while learning programming through educational games. Specifically, the challenges that students face in understanding basic programming concepts and the game elements that contribute to these difficulties, as…
Descriptors: Elementary School Students, Elementary School Teachers, Programming, Game Based Learning
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Toshiya Arakawa; Haruki Miyakawa – Technology, Knowledge and Learning, 2025
Data science education in Japan extends from elementary to high school students. However, some studies show that this has not enhanced interest or curiosity in data science. Therefore, gamification appears to be an efficient method for encouraging high school students' interest in data science, with research indicating that video games are…
Descriptors: Data Science, Educational Games, Statistics Education, Foreign Countries
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Evgenia Anagnostopoulou – Adults Learning Mathematics, 2024
Taking advantage of our digital era commodities, a plethora of game-based learning activities and educational game genres have been introduced into numerous academic disciplines. However, research has shown that regarding mathematics the variety seems limited; especially for higher level topics, e.g. calculus, there is a lack of immersive games…
Descriptors: Educational Games, Video Games, Game Based Learning, Role Playing
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