NotesFAQContact Us
Collection
Advanced
Search Tips
Laws, Policies, & Programs
Every Student Succeeds Act…1
Assessments and Surveys
Showing 1 to 15 of 94 results Save | Export
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Mehmet Oguz Göle; Zeynep Fulya Temel – Journal of Theoretical Educational Science, 2024
This study examines the effects of digital game-based and different educational programs on the phonological awareness skills of 60-72-month-old children. The study group of the research consists of 60-72-month-old children studying in kindergartens affiliated with primary schools. The study group was divided into three experimental groups and one…
Descriptors: Kindergarten, Elementary Schools, Game Based Learning, Phonological Awareness
Peer reviewed Peer reviewed
Direct linkDirect link
Xin Guan; Chunmei Sun; Gwo-jen Hwang; Kegan Xue; Zhuo Wang – Interactive Learning Environments, 2024
Play is crucial to children's development. With the prevalent use of digital technologies, children and young adults are seen playing games more often and longer on digital devices. How should teachers capitalize the advantages of games in class, without inducing more health risks or problems for children? To achieve this goal, teachers need…
Descriptors: Game Based Learning, Educational Technology, Science Instruction, Design
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Maria del Carmen Pegalajar-Palomino; Estefanía Martínez-Valdivia – Journal of Technology and Science Education, 2024
This research explores the perception of university students of Degrees in Education towards gamification mediated by Information and Communication Technologies (ICT) as an innovative teaching strategy, aligned with the principles of educational quality of the UN Agenda 2030. A quantitative, descriptive, cross-sectional and inferential research…
Descriptors: College Freshmen, Student Attitudes, Gamification, Educational Technology
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Ogi Danika Pranata – Pedagogical Research, 2024
Game-based learning has emerged as a promising approach to enhance students' engagement and understanding in educational settings. This study investigates the effectiveness of integrating physics education technology (PhET) simulations as game-based learning tools in teaching physics concepts related tao equilibrium system. A quasi-experimental…
Descriptors: Foreign Countries, Physics, Science Education, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Lilla Bónus; Erzsébet Antal; Erzsébet Korom – Journal of Science Education and Technology, 2024
This research focuses on "BioScientist," a digital game-based, inquiry-based learning program embedded in the biology curriculum that develops inquiry skills in 8th-grade students. The aim of this paper is to demonstrate a combination of elements of digital game-based learning (DGBL) with inquiry-based learning (IBL) through…
Descriptors: Educational Technology, Game Based Learning, Video Games, Inquiry
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Bima Prakarsa Arzfi; Maria Montessori; Rusdinal – Educational Process: International Journal, 2025
Background/purpose: The study addresses the challenge of integrating technology into Pancasila Education in Indonesian primary schools. Despite schools having technological facilities, teachers still rely on conventional teaching materials. The research aims to develop and validate digital game-based learning materials using the Lumio by Smart…
Descriptors: Outcomes of Education, Game Based Learning, Educational Technology, Computer Games
Peer reviewed Peer reviewed
Direct linkDirect link
Pandora Dorouka; Michail Kalogiannakis – International Journal of Science Education, 2024
Nanoscience and Nanotechnology (NST) education is at the forefront of an emerging interdisciplinary frontier, ready to address global challenges. In this context, our research adopts a distinctive approach--using software applications in digital games to introduce young children to NST concepts and analyse resulting learning outcomes. The…
Descriptors: Science Education, Grade 2, Technology Uses in Education, Educational Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Samira Syal; John L. Nietfeld – Journal of Educational Psychology, 2024
A growing body of research suggests that comprehension of expository texts presented digitally is a challenging endeavor, particularly for children. Many reading interventions, both from traditional classroom settings and computer-based contexts, have focused on much needed strategy instruction but have simultaneously neglected a focus on…
Descriptors: Game Based Learning, Grade 5, Reading Comprehension, Reading Motivation
Peer reviewed Peer reviewed
PDF on ERIC Download full text
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
Peer reviewed Peer reviewed
Direct linkDirect link
Verwimp, Cara; Snellings, Patrick; Wiers, Reinout W.; Tijms, Jurgen – Journal of Computer Assisted Learning, 2023
Background: Learning which letters correspond to which speech sounds is fundamental for learning to read. Based on previous experimental studies, we developed a serious game aiming to boost letter-speech sound (L-SS) correspondences in a motivational game environment. Objectives: The goal of this study was to determine the efficacy of this game in…
Descriptors: Phoneme Grapheme Correspondence, Reading Instruction, Game Based Learning, Program Effectiveness
Jenny Yun-Chen Chan; Avery H. Closser; Vy Ngo; Hannah Smith; Allison S. Liu; Erin Ottmar – Grantee Submission, 2023
Background: Prior work has shown that middle school students struggle with algebra and that game-based educational technologies, such as DragonBox and From Here to There!, are effective at improving students' algebraic performance. However, it remains unclear which aspects of algebraic knowledge shift as a result of playing these games and what…
Descriptors: Game Based Learning, Educational Technology, Mathematics Education, Algebra
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Orly Klein-Latucha; Arnon Hershkovitz – Journal of Learning Analytics, 2024
We report on a large-scale, log-based study of the associations between persistence and success in an online game-based learning environment for elementary school mathematics. While working with applets, learners can rerun a task after completing it or can halt before completing and rerun it again; both of these mechanisms may improve the score.…
Descriptors: Academic Persistence, Game Based Learning, Educational Technology, Mathematics Instruction
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Eva Fidia Lestari; Masagus Firdaus; Hanni Yukamana – Journal of English Teaching, 2024
The pandemic has affected many aspects of our lives including education and that has caused the Government to provide alternative teaching methods and make recommendations for online learning. Since smartphones and laptops using the internet are the only tools for learning, students are increasingly playing online games and being exposed to…
Descriptors: Grade 7, Computer Games, Video Games, Game Based Learning
Hee Jin Bang; Eric Setoguchi – Age of Learning, Inc., 2025
This report focuses on the 2023-2024 implementation of "My Math Academy" at Epic Charter Schools in Oklahoma. "My Math Academy" was first used with a small pilot group of students and educators at the charter school network in school year 2022-2023, and based on the initial positive results, the implementation of the program…
Descriptors: Mathematics Education, Mathematics Achievement, Charter Schools, Program Effectiveness
Peer reviewed Peer reviewed
Direct linkDirect link
Ahmad Syawaluddin; Nur Aeni – Discover Education, 2025
This study looks at how utilizing digital versions of classic games specifically Snakes and Ladders can help young learners learn more vocabulary in English. The study focuses on how digital versions of classic games can improve primary school students' vocabulary learning and retention. A quasi-experimental approach was used, with a control group…
Descriptors: Educational Technology, Technology Uses in Education, Vocabulary Development, English (Second Language)
Previous Page | Next Page »
Pages: 1  |  2  |  3  |  4  |  5  |  6  |  7