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Peng Zhang; Jiangxu Li; Su Cai – British Journal of Educational Technology, 2025
Augmented reality (AR) games offer significant potential to enhance learning experiences, yet the impact of when these games are introduced during the educational process remains underexplored. This study explored how the timing of providing the AR game influenced learners' achievement, satisfaction and acceptance. Using a quasi-experimental…
Descriptors: Simulated Environment, Computer Simulation, Educational Technology, Educational Games
Emily Loethen – ProQuest LLC, 2023
A critical aspect of reading fluently is the ability to respond to sight words quickly and accurately. Current interventions for sight word fluency include flashcards and taped words (TW). While effective, these interventions require extensive personnel resources and one-on-one implementation. This study evaluates a group-wide intervention, the…
Descriptors: Reading Fluency, Instructional Materials, Educational Games, Reading Instruction
Yun-An Chen; Fu-Pei Hsieh; Chun-Yen Tsai – Educational Technology & Society, 2024
An intervention using the unplugged programming and storytelling (UPS) strategy was implemented in this study to cultivate students' programming learning motivation and concepts. The participants were 49 second graders at a primary school in southern Taiwan. The course was conducted for 12 lessons (40 min each lesson). A quasi-experimental design…
Descriptors: Foreign Countries, Elementary School Students, Grade 2, Computer Literacy
Janina Heb; Panagiotis Karageorgos; Bettina Müller; Anna Riedmann; Philipp Schaper; Birgit Lugrin; Tobias Richter – Journal of Computer Assisted Learning, 2024
Background: Children with low reading skills are less frequently engaged in reading activities and therefore the likelihood of improving their reading skills decreases. Digital game-based interventions have emerged as a promising tool for promoting reading development in children, particularly those with reading difficulties. As syllable-based…
Descriptors: Reading Skills, Reading Difficulties, Educational Technology, Intervention
Sýkora, Tomáš; Stárková, Tereza; Brom, Cyril – British Journal of Educational Technology, 2021
Little is known about the instructional effects of narrative framing elements in child learning games. In this study, second and third graders (M[subscript age] = 8.24) played one of two versions of a successful, commercial mathematical learning game at home for 2 weeks (N = 95; between-subject design). The versions differed in the…
Descriptors: Educational Games, Mathematics Education, Mathematics Activities, Elementary School Students
Adem Dogan; Serap Kütükçü – International Online Journal of Primary Education, 2024
Students with dyscalculia often face significant challenges in visual memory, which is critical for mathematical learning, particularly in recognizing and differentiating geometric shapes and their properties. This study aims to explore the extent to which an action plan, tailored to the unique learning characteristics of students with…
Descriptors: Students with Disabilities, Learning Disabilities, Mathematics Instruction, Memory
Yanning Yu – ProQuest LLC, 2021
Although there has been profound evidence showing the positive correlation between spatial abilities and math performances, we still know very little about how and why spatial thinking facilitates the learning of mathematics. This dissertation unpacks several aspects of mathematics that are embedded in learning and playing an ancient and rich game…
Descriptors: Spatial Ability, Thinking Skills, Mathematics Education, Educational Games
Hurst, Michelle A.; Butts, Jacob R.; Levine, Susan C. – Developmental Psychology, 2022
Fractions are a challenging mathematics topic for many elementary and middle school students, and even for adults. However, a growing body of developmental research suggests that young children can reason about visually presented proportions, well before fraction instruction, providing insight into how fractions might be introduced to improve…
Descriptors: Elementary School Students, Grade 1, Grade 2, Mathematics Skills
Dilan Kisikyol; Matthias Grünke; Jennifer Karnes; Anne Barwasser – Insights into Learning Disabilities, 2024
This single case study (multiple baselines) evaluates the efficacy of an intervention called "reading racetracks" among three eight-year-old boys with diverse backgrounds, including learning disabilities, limited language proficiency due to migration, and socio-economic challenges. Conducted over three weeks, the training demonstrated…
Descriptors: Reading Instruction, Reading Skills, Students with Disabilities, Learning Disabilities
Ronimus, Miia M. S.; Tolvanen, Asko J.; Ketonen, Ritva H. – Learning Disability Quarterly, 2023
Self-efficacious children are expected to be more task-focused in challenging achievement situations and consequently have better chances of overcoming learning difficulties than children who have lower self-efficacy. The present study investigates this presumption with Finnish-speaking first graders struggling with reading acquisition (N = 285).…
Descriptors: Self Efficacy, At Risk Students, Grade 1, Elementary School Students
Fallon, Lindsay M.; Marcotte, Amanda M.; Hamsho, Narmene F.; Robinson-Link, Patrick; Ferron, John M. – School Psychology, 2021
Results from research indicate writing is a critical skill linked to several academic outcomes. To promote improvements in writing quantity and quality, intervention might target increasing students' academic engagement during time designated to practice writing. The purpose of this study was to implement an evidence-based classwide behavioral…
Descriptors: Student Behavior, Behavior Modification, Educational Games, Writing Instruction
Yuwono, Cahyo; Rahayu, Tandiyo; Sulaiman; Rustiadi, Tri – International Journal of Education in Mathematics, Science and Technology, 2022
This research aims to develop a model of floor gymnastics learning and rhythmic activities with the TPSR approach. The subjects of this study were students of grades 1, 2, 3 of State Elementary School 01 Sampangan Gajah Mungkur District of Semarang City and SDN Srondol Kulon 02, with a total of 76 students. The development research design has used…
Descriptors: Athletics, Grade 1, Grade 2, Grade 3
Jhon Holguin-Alvarez; Juana Cruz-Montero; Jenny Ruiz-Salazar; Raquel Leonor Atoche Wong; Irene Merino-Flores – Contemporary Educational Technology, 2025
The application of gamification methods is still complex for most Latin American teachers who apply gamified pedagogies. Many confuse their nature with cognitivist classes that are totally confusing when using gamified tools for active learning of their students. The background information states the reduction of academic obstacles for students to…
Descriptors: Feedback (Response), Gamification, Cognitive Processes, Educational Technology
Marah C. Lambert; Richard G. Lambert – Center for Educational Measurement and Evaluation, 2023
As part of a graduate student internship, an alignment study was completed for Ignite™ by Hatch®, in partnership between The University of North Carolina at Charlotte's Center for Educational Measurement and Evaluation and Hatch®. Ignite™ has 341 Core games amongst 7 domains to assist early childhood learners: Mathematics, Language and…
Descriptors: Educational Games, Early Childhood Education, State Standards, Academic Standards
Linlin Li; Momo Hayakawa; Joan Freese; Beth Daniels; Gary Weiser; Kim Luttgen; Mai Chue Lor; Megan Schneider; Chun-Wei Huang; Emily Jensen – Grantee Submission, 2022
School closures because of natural phenomena, such as COVID-19, underscore long-standing gaps in access to science education in the United States of America, particularly for young students. When educators have to pivot to deliver virtual instruction, it is important to identify feasible remote learning strategies for science content across formal…
Descriptors: COVID-19, Pandemics, Science Education, Science Instruction