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Noppawan Tawalai; Thapanee Seechaliao – Journal of Education and Learning, 2025
Analytical thinking skills were an essential learning process for primary students. The research objectives were to 1) study the current condition, problems, and good practices regarding teaching and learning. 2) develop a blended instructional model using the inquiry process with digital games to enhance analytical thinking skills for elementary…
Descriptors: Elementary School Students, Thinking Skills, Blended Learning, Active Learning
Yee, Sean P.; Roy, George J.; Graul, LuAnn – Mathematics Teacher: Learning and Teaching PK-12, 2020
As mathematical patterns become more complex, students' conditional reasoning skills need to be nurtured so that students continue to critique, construct, and persevere in making sense of these complexities. This article describes a mathematical task designed around the online version of the game Mastermind to safely foster conditional reasoning.
Descriptors: Mathematical Concepts, Logical Thinking, Computer Games, Mathematics Activities
Kuba, Renata; Rahimi, Seyedahmad; Smith, Ginny; Shute, Valerie; Dai, Chih-Pu – Educational Technology Research and Development, 2021
Over three years, our research team has designed various learning supports for promoting content knowledge and solving game levels. In this case study, we examined the optimal design and the evaluation of learning support videos for a physics educational game. Often studies focus on investigating the effects of research-based principles without a…
Descriptors: Educational Games, Game Based Learning, Physics, Educational Principles
Kuba, Renata; Rahimi, Seyedahmad; Smith, Ginny; Shute, Valerie J.; Dai, Chih-Pu – Grantee Submission, 2021
Over three years, our research team has designed various learning supports for promoting content knowledge and solving game levels. In this case study, we examined the optimal design and the evaluation of learning support videos for a physics educational game. Often studies focus on investigating the effects of research-based principles without a…
Descriptors: Educational Games, Game Based Learning, Physics, Educational Principles
Wulff, Eric P.; Romine, William; Sadler, Troy D.; Womack, A. J.; Laffey, James M.; Goggins, Sean P.; Griffin, Joseph; Sigoloff, Justin – Grantee Submission, 2019
This study explores middle school student learning of Next Generation Science Standards aligned content and practices associated with use of an innovative virtual learning environment. The learning environment, a computer-based game called Mission HydroSci (MHS), was developed with the aim of supporting student learning of water systems science…
Descriptors: Academic Standards, Alignment (Education), Middle School Students, Computer Games
Meral, Sert Agir – World Journal of Education, 2019
Examining attitudes of students towards learning, their academic achievements and internet addictions is the main focus of this study. With the institution permission obtained from the Provincial Directorate of National Education of Istanbul Governorship dated: 21.04.2016 and No: 59090411-20-E.4519158, a descriptive study in relational screening…
Descriptors: Student Attitudes, Academic Achievement, Internet, Addictive Behavior
Pellerin, Martine – Research-publishing.net, 2020
The paper examines how the game Minecraft can be used as a new digital learning environment in the context of second language teaching and learning. It explores how the concepts of digital space and digital place within the new 3D digital environment can contribute to reshaping the language learners' experience and promote greater engagement in…
Descriptors: Second Language Instruction, Second Language Learning, Elementary School Students, French
Hwang, Ming-Yueh; Hong, Jon-Chao; Cheng, Hao-Yueh; Peng, Yu-Chi; Wu, Nien-Chen – Computers & Education, 2013
Do girls have more competition anxiety and exogenous cognitive load than equally able boys during the playing of stressful competitive on-line games? This question led to the adoption of a technology acceptance model to compare the influence factors of competitors in sequential and synchronous games. Confirmatory factor analysis of the data on 220…
Descriptors: Difficulty Level, Factor Analysis, Cognitive Processes, Females
Foster, Aroutis; Shah, Mamta – Journal of Educational Computing Research, 2015
There is a need for game-based learning frameworks that provide a lens for understanding learning experiences afforded in digital games. These frameworks should aim to facilitate game analyses, identification of learning opportunities, and support for learner experiences. This article uses the inquiry, communication, construction, and expression…
Descriptors: Educational Games, Computer Games, Computer Uses in Education, Learning Experience
Schifter, Catherine C.; Cipollone, Maria; Moffat, Frederick – International Association for Development of the Information Society, 2013
This paper describes an exploratory study observing the use of "Minecraft" (a popular sandbox style online video game environment) in a high school English literature classroom. We use Piaget and Inhelder's (1969) constructivist theories about the formal operational stage of development to interpret the concepts of plot and…
Descriptors: Video Games, Computer Games, High Schools, English Literature
Pareto, Lena – International Journal of Artificial Intelligence in Education, 2014
In this paper we will describe a learning environment designed to foster conceptual understanding and reasoning in mathematics among younger school children. The learning environment consists of 48 2-player game variants based on a graphical model of arithmetic where the mathematical content is intrinsically interwoven with the game idea. The…
Descriptors: Concept Formation, Mathematical Concepts, Mathematics Instruction, Educational Games
Metcalf, Shari; Chen, Jason; Kamarainen, Amy; Frumin, Kim; Vickrey, Trisha; Grotzer, Tina; Dede, Chris – International Journal of Virtual and Personal Learning Environments, 2014
In incorporating technology in science education, some have expressed concern that the value added by technology is primarily due to the novelty or excitement about using the devices, resulting in no lasting effect on student motivation or learning in science. This research addresses this concern through evaluation of student motivation during a…
Descriptors: Student Motivation, Virtual Classrooms, Computer Uses in Education, Computer Simulation
Denner, Jill; Werner, Linda; Campe, Shannon; Ortiz, Eloy – Journal of Research on Technology in Education, 2014
Pair programming is a strategy that grew out of industry and has shown promise for performance and retention in computer programming courses at universities and in industry. In this study, we examine whether pair programming is effective in K-12, what it is effective for, and how partners influence each other. We collected the data from 320 middle…
Descriptors: Teaching Methods, Programming, Middle School Students, Computer Games
Urban, Michael J., Ed.; Falvo, David A., Ed. – IGI Global, 2016
The application of technology in classroom settings has equipped educators with innovative tools and techniques for effective teaching practice. Integrating digital technologies at the elementary and secondary levels helps to enrich the students' learning experience and maximize competency in the areas of science, technology, engineering, and…
Descriptors: Elementary Secondary Education, STEM Education, Outcomes of Education, Technology Integration
Project Tomorrow, 2012
For the past nine years, the Speak Up National Research Project has endeavored to stimulate new discussions around how technology tools and services can transform education and to provide a context to help educators, parents, and policy and business leaders think beyond today and envision tomorrow. In last year's report, "The New 3E's of…
Descriptors: Internet, Stakeholders, Learner Controlled Instruction, Computer Use
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