Publication Date
In 2025 | 1 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 4 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 4 |
Descriptor
Author
Aura, Isabella | 1 |
Clarke-Midura, Jody | 1 |
Eguíluz, Andoni | 1 |
Frederick J. Poole | 1 |
Garaizar, Pablo | 1 |
Guenaga, Mariluz | 1 |
Hamari, Juho | 1 |
Hassan, Lobna | 1 |
Hershkovitz, Arnon | 1 |
Israel-Fishelson, Rotem | 1 |
Jody Clarke-Midura | 1 |
More ▼ |
Publication Type
Journal Articles | 4 |
Reports - Research | 4 |
Tests/Questionnaires | 2 |
Education Level
Elementary Education | 4 |
Grade 6 | 4 |
Intermediate Grades | 4 |
Middle Schools | 4 |
Junior High Schools | 1 |
Secondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
Torrance Tests of Creative… | 1 |
What Works Clearinghouse Rating
Aura, Isabella; Järvelä, Simo; Hassan, Lobna; Hamari, Juho – Journal of Educational Research, 2023
This study examines the effects of a role-play-based pedagogical method in Finland on the twenty-first century skills propensity among 6th graders (12-year-olds). The approach entails a simulation of a society in a gamified learning environment as part of their formal education. Structural Equation Modeling was employed to analyze the students' (N…
Descriptors: Role Playing, 21st Century Skills, Teaching Methods, Grade 6
Frederick J. Poole; Matthew D. Coss; Jody Clarke-Midura – Language Learning & Technology, 2025
This study explored the use of stealth assessments within a digital game to assess second language (L2) Chinese learners' reading comprehension. Log data tracking learners' in-game behaviors from a game designed for Chinese dual language immersion classrooms (Poole et al., 2022) were used to construct Bayesian Belief Networks to model reading…
Descriptors: Second Language Instruction, Second Language Learning, Reading Comprehension, Game Based Learning
Poole, Frederick J.; Clarke-Midura, Jody – Language Learning & Technology, 2023
Research involving digital games and language learning is rapidly growing. One advantage of using digital games to support language learning is the ability to collect data on students learning in real time. In this study, we use educational data mining methods to explore the relationship between in-game data and elementary students' Chinese…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, Data Analysis
Israel-Fishelson, Rotem; Hershkovitz, Arnon; Eguíluz, Andoni; Garaizar, Pablo; Guenaga, Mariluz – Journal of Educational Computing Research, 2021
Creativity and Computational Thinking (CT) have been both extensively researched in recent years. However, the associations between them are still not fully understood despite their recognition as essential competencies for the digital age. This study looks to bridge this gap by examining the association between CT and two types of creativity,…
Descriptors: Learning Analytics, Correlation, Creativity, Creative Thinking