Publication Date
In 2025 | 0 |
Since 2024 | 4 |
Since 2021 (last 5 years) | 15 |
Since 2016 (last 10 years) | 20 |
Since 2006 (last 20 years) | 20 |
Descriptor
Source
Author
David W. Braithwaite | 2 |
Robert S. Siegler | 2 |
Akayuure, Peter | 1 |
Alec M. Bodzin | 1 |
Ali, Clement Ayarebilla | 1 |
Allison S. Liu | 1 |
Avery H. Closser | 1 |
Ba, Harouna | 1 |
Barbara Booker | 1 |
Brophy, Sean P. | 1 |
Champion, Joe | 1 |
More ▼ |
Publication Type
Journal Articles | 15 |
Reports - Research | 15 |
Dissertations/Theses -… | 2 |
Reports - Descriptive | 2 |
Tests/Questionnaires | 2 |
Collected Works - Proceedings | 1 |
Speeches/Meeting Papers | 1 |
Education Level
Junior High Schools | 20 |
Middle Schools | 20 |
Secondary Education | 20 |
Elementary Education | 10 |
Grade 8 | 4 |
Grade 6 | 3 |
Grade 7 | 3 |
Intermediate Grades | 3 |
Grade 4 | 2 |
Grade 5 | 2 |
High Schools | 2 |
More ▼ |
Audience
Location
Pennsylvania (Pittsburgh) | 2 |
Brazil | 1 |
Ghana | 1 |
Hong Kong | 1 |
Idaho | 1 |
Indonesia | 1 |
Indonesia (Jakarta) | 1 |
New York (New York) | 1 |
Thailand | 1 |
Turkey | 1 |
Laws, Policies, & Programs
Assessments and Surveys
Motivated Strategies for… | 1 |
Test of Science Related… | 1 |
What Works Clearinghouse Rating
Meets WWC Standards without Reservations | 2 |
Meets WWC Standards with or without Reservations | 2 |
Chun-Hsin Kuo; Meng-Jun Chen; Robasa Nababan; Hsiao-Ching She – IEEE Transactions on Learning Technologies, 2024
Game-based learning (GBL) has long been recognized as an effective way to engage students in learning through games, but little emphasis has been placed on scaffolding support for students, which hinders their learning. Therefore, our design of Space Adventure GBL ties games closely to scaffolds at every stage and investigates what role games and…
Descriptors: Game Based Learning, Scaffolding (Teaching Technique), Grade 8, Instructional Effectiveness
Maryan Al-Houssein – ProQuest LLC, 2024
This case study investigated middle school students' perceptions of digital game-based learning (DGBL) in the classroom, focusing on engagement, motivation, and academic achievement. Using Piaget's (1962) Constructivist Learning Theory as a framework, the research examined the influence of interactive digital games on students' educational…
Descriptors: Middle School Students, Student Attitudes, Game Based Learning, Video Games
Derrick, Josephine; Champion, Joe; Uriarte, Ramey – Mathematics Teacher: Learning and Teaching PK-12, 2022
The authors present a new classroom-tested lesson that was designed to engage students in the joy of mathematical inquiry through a card game, Frustration, while building number sense, understanding of uncertainty, statistical reasoning, and discourse skills. The purpose in developing and sharing these lessons is to highlight how games of chance…
Descriptors: Game Based Learning, Mathematics Instruction, Inquiry, Mathematical Concepts
Espinoza, Cecilia; Orvis, Kathryn S.; Brophy, Sean P. – Journal of Biological Education, 2022
This research investigates students' learning about the electron transport chain (ETC) process in photosynthesis by watching a video followed by playing a serious board game--"Electron Chute"--that models ETC. The learning objectives targeted enriching a mental model that students could use to explain the causal relationship of the ETC…
Descriptors: Game Based Learning, Educational Games, Video Games, Scientific Concepts
Jenny Yun-Chen Chan; Avery H. Closser; Vy Ngo; Hannah Smith; Allison S. Liu; Erin Ottmar – Journal of Computer Assisted Learning, 2023
Background: Prior work has shown that middle school students struggle with algebra and that game-based educational technologies, such as DragonBox and From Here to There!, are effective at improving students' algebraic performance. However, it remains unclear which aspects of algebraic knowledge shift as a result of playing these games and what…
Descriptors: Teaching Methods, Game Based Learning, Middle School Students, Algebra
Matthew Finster; Lauren Decker-Woodrow; Barbara Booker; Craig A. Mason; Shihfen Tu; Ji-Eun Lee – Grantee Submission, 2023
COVID-19 contributed to the largest student performance decline in mathematics since 1990. The nation needs cost-effective mathematic interventions to address this drop and improve students' mathematics performance. This study presents a cost-effectiveness analysis (CEA) of three algebraic technological applications, across four conditions:…
Descriptors: COVID-19, Pandemics, Mathematics Instruction, Mathematics Achievement
Wijaya, Ariyadi; Elmaini; Doorman, Michiel – Journal on Mathematics Education, 2021
This research is aimed to describe a learning trajectory for probability through game-based learning. The research employed design research consisting of three stages: preparing for the experiment, design experiment, and retrospective analysis. A hypothetical learning trajectory (HLT) using Sudoku and Snake-and-ladder games was developed by…
Descriptors: Probability, Game Based Learning, Games, Learning Activities
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
Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
Ristanto, Rizhal Hendi; Kristiani, Endah; Lisanti, Elsa – Journal of Turkish Science Education, 2022
The learning process with modern technology is an absolute requirement in the digital age. As a science subject with unique characteristics, biology also requires a unique and technology-based learning process. Flipped Classroom--Digital Game-Based Learning (FC-DGBL) is a learning model that combines flipped classrooms and evaluations using…
Descriptors: Science Instruction, Educational Technology, Technology Uses in Education, Flipped Classroom
Sawrey, Katharine; Chan, Jenny Yun-Chen; Ottmar, Erin – Grantee Submission, 2020
The concept of equivalence can be elusive to students and can be confounded with unproductive understandings of the equals sign. Using the game-based digital algebraic notation system, From Here to There! (FH2T), students explore ideas of equivalence by dynamically transforming expressions or equations among mathematically equivalent states. In…
Descriptors: Mathematical Concepts, Symbols (Mathematics), Game Based Learning, Algebra
David W. Braithwaite; Robert S. Siegler – Grantee Submission, 2021
Learning fractions is a critical step in children's mathematical development. However, many children struggle with learning fractions, especially fraction arithmetic. In this article, we propose a general framework for integrating understanding of individual fractions and fraction arithmetic, and we use the framework to generate interventions…
Descriptors: Fractions, Addition, Middle School Mathematics, Middle School Students
David W. Braithwaite; Robert S. Siegler – Journal of Educational Psychology, 2021
Learning fractions is a critical step in children's mathematical development. However, many children struggle with learning fractions, especially fraction arithmetic. In this article, we propose a general framework for integrating understanding of individual fractions and fraction arithmetic, and we use the framework to generate interventions…
Descriptors: Fractions, Addition, Middle School Mathematics, Middle School Students
Punyasettro, Santhanat; Yasri, Pratchayapong – European Journal of Educational Research, 2021
Understanding phylogenetic trees representing evolutionary relationships of living organisms is essential in school biology. Traditional instructions based on lectures and textbooks with pictorial presentations have been proven ineffective to promote students' understanding of the concept. This study, therefore, developed a game-based learning…
Descriptors: Game Based Learning, Science Instruction, Teaching Methods, Biology
Gök, Mustafa; Inan, Mevlüt – Journal of Research and Advances in Mathematics Education, 2021
Students' conceptual understanding and mathematical process skills can be improved through digital games in mathematics education. The starting point of this study is the idea of having students encounters this kind of environment. The study didactically describes the process of 6th-grade students' experiences of a digital game-based learning…
Descriptors: Game Based Learning, Mathematics Instruction, Mathematical Concepts, Concept Formation
Previous Page | Next Page »
Pages: 1 | 2