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O'Grady-Jones, Mary; Grant, Michael M. – Gifted Child Today, 2023
The purpose of this research was to describe the impact of digital game building on fourth grade gifted and talented students' problem-solving, creativity, and collaboration skills. Increasingly, there has been a call to involve students in real-world experiences through projects that explore authentic issues using technology. Game design-based…
Descriptors: Academically Gifted, Talent, Computer Games, Educational Games
Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
Es-Sajjade, Abdelghani; Paas, Fred – Educational Technology Research and Development, 2020
Although educational games have been used for a considerable time, their true potential for enhancing achievement and motivation is still being explored. We argue in this paper that we may get closer to realizing this potential if the theoretical underpinning of educational games is improved. We developed a simple interactive math game based on…
Descriptors: Educational Theories, Educational Games, Computer Games, Computer System Design
Shih, Shu-Chuan; Kuo, Bor-Chen; Lee, Shu-Juan – Educational Psychology, 2019
This study established an online game-based assessment to explore third and fourth graders' performance of computational estimation in addition and subtraction. Students' computational estimation strategies could be automatically recorded and classified in this assessment, and the Higher-Order DINA model was used as a measurement model in order to…
Descriptors: Grade 3, Grade 4, Elementary School Students, Computation
Lu, Yu-Ling; Lien, Chi-Jui – Journal of Educational Computing Research, 2020
As game-based learning continues to draw attention, students' perceptions toward classroom activities are vital in influencing the quality of learning. This study used the social cognitive theory to show the perception traits of learning and playing in game-based environments and for students to identify their self-efficacy toward game-based…
Descriptors: Game Based Learning, Self Efficacy, Student Attitudes, Personality Traits
Sun-Lin, Hong-Zheng; Chiou, Guey-Fa – Educational Technology & Society, 2019
This study examined effects of gamified comparison on sixth graders' performance of algebra word problem solving and attitude toward algebra learning. Seventy-two sixth graders were invited to participate in a four-week experimental instruction and assigned to three groups: gamified comparison, comparison, and control. The results showed (1) a…
Descriptors: Grade 6, Algebra, Educational Games, Word Problems (Mathematics)
Ke, Fengfeng – Educational Technology Research and Development, 2019
This mixed methods study is aimed to examine the feasibility of integrating mathematical problem solving with architectural design via a 3D epistemic simulation game to promote active mathematics learning for middle-school students. The experimental-control pretest/posttest group design was adopted to examine whether the experience of interacting…
Descriptors: Educational Games, Computer Games, Computer Simulation, Game Based Learning
Cheng, Ya-Wen; Wang, Yuping; Cheng, I-Ling; Chen, Nian-Shing – Interactive Learning Environments, 2019
Collaborative learning has long been proved to be a crucial agent for enhancing students' social skills, problem-solving abilities and individual learning performance. Understanding how students move from one phase to another in their collaboration process can inform educators of how best to facilitate such learning. However, this is still an area…
Descriptors: Interaction, Computer Simulation, Mathematics Activities, Computer Games
Kahyaoglu, Mustafa; Elcicek, Mithat – Online Submission, 2016
The aim of this study is to reveal the relationship between the secondary school students' attitudes towards the educational computer games, and their reflective thinking skills. As the model of the research, it's utilized from the correlational research model. The target population of the study consists of secondary school students that receive…
Descriptors: Correlation, Secondary School Students, Student Attitudes, Educational Technology
Smith, Carmen Petrick; Kenlan, Kris – Mathematics Teaching in the Middle School, 2016
Students' experiences with statistics and data analysis in middle school are often limited to little more than making and interpreting graphs. Although students may develop fluency in statistical procedures and vocabulary, they frequently lack the skills necessary to apply statistical reasoning in situations other than clear-cut textbook examples.…
Descriptors: Mathematics Instruction, Middle School Students, Secondary School Mathematics, Statistical Analysis
Adams, Deanne M.; Pilegard, Celeste; Mayer, Richard E. – Journal of Educational Computing Research, 2016
Learning physics often requires overcoming common misconceptions based on naïve interpretations of observations in the everyday world. One proposed way to help learners build appropriate physics intuitions is to expose them to computer simulations in which motion is based on Newtonian principles. In addition, playing video games that require…
Descriptors: Video Games, Teaching Methods, Technology Uses in Education, Simulated Environment
Hsieh, Ya-Hui; Lin, Yi-Chun; Hou, Huei-Tse – Educational Technology & Society, 2015
Unlike most research, which has primarily examined the players' interest in or attitude toward game-based learning through questionnaires, the purpose of this empirical study is to explore students' engagement patterns by qualitative observation and sequential analysis to visualize and better understand their game-based learning process. We…
Descriptors: Elementary School Students, Learner Engagement, Educational Games, Teaching Methods
van den Heuvel-Panhuizen, Marja; Kolovou, Angeliki; Robitzsch, Alexander – Educational Studies in Mathematics, 2013
In this study we investigated the role of a dynamic online game on students' early algebra problem solving. In total 253 students from grades 4, 5, and 6 (10-12 years old) used the game at home to solve a sequence of early algebra problems consisting of contextual problems addressing covarying quantities. Special software monitored the…
Descriptors: Elementary School Students, Grade 4, Grade 5, Grade 6