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Bile, Alessandro – Education and Information Technologies, 2022
In recent years, the technological revolution has changed the way we see reality and interact with it. Inevitably, education and didactic planning have also had to deal with new technologies. Indeed, the presence of digital tools has radically changed people's lives since childhood. Many educational realities have exploited this digital…
Descriptors: Cognitive Ability, Game Based Learning, Computer Games, Computer Science Education
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Sosa, Jorge Jhonattan Castellanos; Aguilar, Francy Karina Maldonado – Journal of Research and Advances in Mathematics Education, 2021
This work shows how playing chess creates capacities in the student such as increasing visual memory. This helps to classify information in an orderly manner in the mind and contributes to a better understanding of geometric transformations such as displacements, turns and similarities. This was done with a mixed technique (Quantitative and…
Descriptors: Games, Memory, Visual Perception, Geometric Concepts
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McFeetors, P. Janelle; MacDonald, Broek – Australian Primary Mathematics Classroom, 2020
In this article, the authors explore a number of interesting games as contexts for students learning geometry and enhancing their development of problem solving and reasoning. The games selected were appealing, content-aligned games for approximately four players with simple rules and 10-30 minutes of play time. The games were integrated by…
Descriptors: Geometry, Mathematics Education, Game Based Learning, Play
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Ernst, Heather; Morton, Anna – Australian Mathematics Education Journal, 2020
This article describes several ways to connect probability to other topics within mathematics, over a range of year levels, and across the curriculum. It includes a description of common issues and misconceptions, and practical learning activities to address them.
Descriptors: Probability, Mathematics Instruction, Misconceptions, Relevance (Education)
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Hao, Kuang-Chung; Lee, Lai-Chung – Interactive Learning Environments, 2021
This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence-satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147…
Descriptors: Computer Simulation, Educational Games, Grade 5, Game Based Learning