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Belén Ramírez de Arellano Falcón; Javier del Olmo-Muñoz; Ramón Cózar-Gutiérrez; José Antonio González-Calero – Asia Pacific Education Review, 2025
Computational thinking is becoming an essential skill in educational systems. There is, however, still a great deal to learn about it. This research aims to evaluate whether the inclusion of a specific material (Junior School Bebras Cards) favors the development of primary students' computational thinking skills. For this purpose, 37 fourth-grade…
Descriptors: Thinking Skills, Computer Science Education, Game Based Learning, Outcomes of Education
Bhatia, Parnika; Le Diagon, Sarah; Langlois, Emma; William, Melissa; Prado, Jérôme; Gardes, Marie-Line – Journal of Computer Assisted Learning, 2023
Background: Digital game-based learning is gaining increased attention from both researchers and educators for improving mathematics instruction. However, the evidence for game-based learning is mixed and research with rigorous research design and analyses are limited. Objective: Here, in a pre-registered randomized controlled study, we…
Descriptors: Fractions, Mathematics Instruction, Comparative Analysis, Game Based Learning
Shen Qiao; Samuel Kai Wah Chu; Susanna Siu-sze Yeung – Computer Assisted Language Learning, 2025
Morphological analysis is a form of problem solving to work out the meanings of unfamiliar words by applying knowledge of morphemes. It has emerged recently as an important predictor of reading comprehension. However, while gamification can potentially be used to teach this skill, few studies have examined its use. To address this, a…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, Second Language Instruction
Boggio, Cynthia; Zaher, Ahmed; Bosse, Marie-Line – British Journal of Educational Technology, 2023
The present study assessed the effectiveness of the ECRIMO educational application designed to build first-grade level spelling skills. We tested whether using the app to teach spelling would be as effective as providing the same training using traditional paper exercises. The effect of integrating gamification into mobile learning apps, which has…
Descriptors: Grade 1, Elementary School Students, Computer Software, Spelling Instruction
Wang, Yi-Hsuan – Interactive Learning Environments, 2023
This paper explores and sheds light on how various designs of game-based learning materials benefit music education. The developed games followed Gordon's music skill learning sequence of discrimination, and aimed to teach listening and visual skills for the middle C octave. Two genres of game-based learning materials were proposed, one with most…
Descriptors: Game Based Learning, Teaching Methods, Music Education, Informal Education
Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
Ting-Chia Hsu; Ching Chang; Yi-Sian Liang – IEEE Transactions on Learning Technologies, 2024
The study explored the effects of an interdisciplinary learning approach on developing students' English learning (EL) and computational thinking (CT) through two different game-based learning approaches. A quasi-experiment was conducted to evaluate the effectiveness of this approach in terms of enhancing students' CT knowledge and their EL…
Descriptors: Game Based Learning, Elementary School Students, Comparative Analysis, English (Second Language)
Edina-Timea Opri?; Iuliana Zsoldos-Marchis; Edit Egri – Open Education Studies, 2024
Problem-solving competency is important not only in many careers but also in everyday life. Successful problem solvers regulate their cognitive processes and emotions. Our research aimed to study the impact of gamified problem sheets designed in Seppo on self-regulated learning skills. The intervention was carried out with second-year students in…
Descriptors: Instructional Effectiveness, Game Based Learning, Teaching Methods, Problem Solving
Abdullah, Muhammad Ilyas; Inayati, Dian; Karyawati, Ninik Nurlaila – Journal of Education and Learning (EduLearn), 2022
Education sector is heavily affected by COVID-19 pandemic, leading to reduced learning motivation among students. Factors including dismal learning environment, stress, and anxiety are believed to be the reasons of students' lower motivation among students. This study investigated the use of Nearpod in an elementary school to improve student…
Descriptors: Learning Motivation, Elementary School Students, Game Based Learning, Distance Education
Liang, Hsin-Yi; Hsu, Tien-Yu; Hwang, Gwo-Jen; Chang, Shao-Chen; Chu, Hui-Chun – Interactive Learning Environments, 2023
In the past decades, collaborative game-based learning has been used to facilitate students' learning in authentic learning contexts. Although several previous studies have reported the potential of this approach for students' learning performance and motivation, unequal participation could negatively influence the learning effectiveness of…
Descriptors: Museums, Science Education, Critical Thinking, Competency Based Education
Linlin Li; Mingyu Feng; Hee Jin Bang – Society for Research on Educational Effectiveness, 2023
Background/Context: Mathematics education, especially at early grade levels, continues to be an important focus for national education improvement efforts, and more districts are introducing technology as part of their solution. Along with increasing consistent delivery of personalized and individualized learning to students, technology- and…
Descriptors: Mathematics Skills, Skill Development, Game Based Learning, Elementary School Students
Elnaz Sarabchian – ProQuest LLC, 2021
Quasi-experimental research was conducted to examine the effect of game-based student response systems (GBSRS) on student achievement and self-efficacy in languages other than English (LOTE). The research employed a pretest-posttest, non-equivalent control group design in which 170 third and fourth-grade students participated in a 12-session…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
Ng, Mun Pei; Alias, Norlidah; Dewitt, Dorothy – Malaysian Journal of Learning and Instruction, 2022
Purpose: Gamification is an effective method to boost students' academic achievement and engagement in second language learning. This study aimed to test the effectiveness of the gamification application, Class Dojo, among Year 4 pupils who are learning Mandarin as a Second Language (MSL). It also sought to investigate how the MSL learners became…
Descriptors: Mandarin Chinese, Diaries, Comparative Analysis, Second Language Learning
Orejuela, Jerome G.; Tolin, Marife R.; Soreta, Myla O.; Ocampo, Darrel M. – Online Submission, 2022
The study aimed to determine the effectiveness of gamifying instruction in the English language proficiency of Grade 8 Filipino ESL students in one University in Bicol, Philippines, that offers Junior High School. The quasi-experimental single pretest-posttest design was used in the study. The researcher-made test which underwent series of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
Gutica, Mirela; Petrina, Stephen – International Journal of Game-Based Learning, 2021
Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an…
Descriptors: Educational Games, Mathematics Instruction, Student Attitudes, Grade 6
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