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Showing 1 to 15 of 74 results Save | Export
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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
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I. Ketut Yoda; Indra Kasih; Taqi Ilra – Journal of Education and e-Learning Research, 2024
The objective of this study is to develop e-modules for bump pass learning for seventh-grade students. This study identified the problems and needs of students in learning bump pass skills, e-module eligibility and the effect of the e-module on students' bump pass skills. Two groups of seventh grades, two teachers serving as content experts and…
Descriptors: Team Sports, Student Athletes, Skill Development, Middle School Students
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Vallorani, Cecilia Maria; Gibert, Isabel; Tuffnell, Christopher – International Journal of Mobile and Blended Learning, 2022
This study examines the use of gamification as an innovative assessment approach to foreign language learning with 12-14-year-old students. A mixed methodology has been applied. Quantitative data have been collected from formative non-gamified and gamified assessments. Qualitative data was collected from a student questionnaire. The results were…
Descriptors: Second Language Learning, Second Language Instruction, Computer Games, Game Based Learning
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Pei-Yu Chen; Yuan-Chen Liu – Journal of Baltic Science Education, 2024
This study explored the integration of neural networks and artificial intelligence in image recognition for object identification. The aim was to enhance students' learning experiences through a "Learning by Teaching" approach, in which students act as instructors to train AI robots in recognizing objects. This research specifically…
Descriptors: Artificial Intelligence, Robotics, Educational Technology, Technology Uses in Education
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Feride Sahin; Semra Sungur; Salih Ates – Science Education International, 2023
The purpose of this study is to test the relationship between seventh-grade students' personal epistemology for science, subjective task value, and science self-efficacy, with prior achievement serving as a moderator. The mediating role of subjective task value is proposed in the prediction of the relationship between personal epistemology for…
Descriptors: Middle School Students, Grade 7, Student Attitudes, Beliefs
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Junsang Park; Heejae Lee; Joonsuk Kim; Anne Q. Zhou – Child & Youth Care Forum, 2024
Background: The development of learning attitudes during middle school transition and adaptation is critical, as shown by Self-Determination Theory (SDT). However, the development of adolescents' learning attitudes throughout middle school and the impact of parenting styles on this development remains largely unexplored. Objective: This research…
Descriptors: Parent Attitudes, Middle School Students, Foreign Countries, Self Determination
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Ferguson, Sarah; Johnston, Thomas; Karhan, Christopher; Lefevbre, Eric – Mathematics Teacher: Learning and Teaching PK-12, 2021
Students explore the relationship between thrill-seeking rides and their algebra 1 curriculum in an informative, engaging, student-centered lesson that was designed using a project-based-instruction (PBI) framework.
Descriptors: Algebra, Mathematics Instruction, Student Centered Learning, Student Projects
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Tatiana, Shubina; Hanna, Järvenoja; Kristiina, Mänty; Jouni, Peltonen; Sanna, Järvelä – Scandinavian Journal of Educational Research, 2022
This study explored the situational interest and emotional valence of 13-year-old students (N = 94) participating in a five-session science course. The relationship between students' situational interest and emotional valence and their individual interest was also studied. During each session, students participated in a collaborative learning…
Descriptors: Student Attitudes, Student Interests, Cooperative Learning, Science Instruction
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Davy Tsz Kit Ng; Chen Xinyu; Jac Ka Lok Leung; Samuel Kai Wah Chu – Journal of Computer Assisted Learning, 2024
Background: As the significance of artificial intelligence (AI) continues to increase, there is a need for effective scaffolding and support for novice learners. Educators have encountered challenges in effectively scaffolding novice learners AI concepts, and providing appropriate motivational support. Research evidence has shown the potential of…
Descriptors: Artificial Intelligence, Novices, Scaffolding (Teaching Technique), Game Based Learning
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Yildiz, Emre; Simsek, Ümit – International Journal of Game-Based Learning, 2022
The aim of this study was to compare the effect of educational game (EG), reading-writing-game (RWG), reading-writing-application (RWA), and traditional methods on academic achievement, motivation, anxiety, and retention of their knowledge. On this basis, pretest-posttest control group quasi-experimental design was followed. Thus, the sample of…
Descriptors: Foreign Countries, Grade 7, Secondary School Students, Educational Games
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Stratton, Erin; Chitiyo, George; Mathende, Allen M.; Davis, Krista M. – Contemporary Educational Technology, 2020
The purpose of this study was to compare how face-to-face instruction and flipped learning differed in terms of student achievement in seventh grade science classes, as well as to assess how students who were in the flipped classroom felt about their experiences. A total of 81 students received face-to-face instruction, and 73 received flipped…
Descriptors: Middle School Students, Teaching Methods, Blended Learning, Science Achievement
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Nurnberger-Haag, Julie; Wernet, Jamie L.; Benjamin, Judy I. – International Journal of Education in Mathematics, Science and Technology, 2023
Games are often used to foster student engagement and motivation to learn content, such as mathematics. Although digital games dominate game-based learning research, the table games commonly used in classrooms warrant investigation. Especially for mathematics learning, prior research has not taken into account content-specific frameworks. Integer…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Learner Engagement
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Shi, Aili; Wang, Yamin; Ding, Nan – Interactive Learning Environments, 2022
As an emerging learning platform, game-based immersive virtual reality learning environments (GIVRLEs) have the potential to solve difficult teaching problems. This study designed a GIVRLE by integrating knowledge of quadratic functions into gameplay. Forty seventh graders who had never acquired that knowledge played the game and took pre- and…
Descriptors: Game Based Learning, Computer Simulation, Educational Games, Foreign Countries
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Uzun, Salih; Sen, Nihat – Journal of Pedagogical Research, 2023
The goal of STEM education is to integrate the disciplines of science, technology, engineering, and mathematics in a way that facilitates holistic learning. Students are also supported in developing creative solutions to problems using the STEM approach. Other STEM fields are often linked through engineering and engineering design. Throughout this…
Descriptors: STEM Education, Intervention, Middle School Students, Science Achievement
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Hung, Cheng-Yu; Sun, Jerry Chih-Yuan; Liu, Jia-Yin – Interactive Learning Environments, 2019
This study aimed to investigate the effect of flipped classrooms integrated with massive open online courses (MOOCs) and game-based learning on the learning motivation and learning outcomes of students from different backgrounds (in terms of gender, grade, self-confidence indicators in mathematics, and roles played in the game-based learning…
Descriptors: Blended Learning, Online Courses, Game Based Learning, Instructional Effectiveness
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