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Sima Özdemir Bülbül; Esra Mindivanli Akdogan – International Journal of Contemporary Educational Research, 2023
Digital games have become more involved in our lives and entertainment culture with the development of technology. Digital games, which individuals of all ages play and derive great enjoyment from at the the same time, have been actively used in educational activities. However, it is seen that the games used in the education process are mostly…
Descriptors: Grade 6, Middle School Students, Educational Games, Computer Games
Yildiz, Merve; Karal, Hasan – International Journal of Computer Science Education in Schools, 2021
The purpose of this study is to introduce a developed activity which is named "CityMap" and to present an example of the implementation and evaluation process of a computer science unplugged activity through this activity. The aim of this activity is to write algorithms of going from one place to another using step by step instructions.…
Descriptors: Grade 6, Educational Games, Computer Science, Maps
Chase, Catherine C.; Malkiewich, Laura J.; Lee, Alison; Slater, Stefan; Choi, Ahram; Xing, Chenmu – British Journal of Educational Technology, 2021
It is difficult to motivate learners to seek out and persist at challenging learning tasks where failure is likely. However, in game environments, people seem highly motivated to engage with challenges and respond productively to failure. Many typical game features purportedly enhance intrinsic motivation and self-efficacy, which should improve…
Descriptors: Game Based Learning, Educational Games, Learning Processes, Programming
Jeff Bender – ProQuest LLC, 2023
At an unrivaled and enduring pace, computing has transformed the world, resulting in demand for a universal fourth foundation beyond reading, writing, and arithmetic: computational thinking (CT). Despite increasingly widespread acceptance of CT as a crucial competency for all, transforming education systems accordingly has proven complex. The…
Descriptors: Addictive Behavior, Game Based Learning, Evaluation Methods, Computation
Atsushi Miyaoka; Lauren Decker-Woodrow; Nancy Hartman; Barbara Booker; Erin Ottmar – Grantee Submission, 2023
More than ever in the past, researchers have access to broad, educationally relevant text data from sources such as literature databases (e.g., ERIC), an open-ended response from online courses/surveys, online discussion forums, digital essays, and social media. These advances in data availability can dramatically increase the possibilities for…
Descriptors: Coding, Models, Qualitative Research, Focus Groups
Kim, Young Rae; Park, Mi Sun; Tjoe, Hartono – International Journal of Education in Mathematics, Science and Technology, 2021
In recent years, mathematics classrooms in the U.S. and around the world have seen an increasing integration of educational robotics with interest from both students and teachers. Through their robotics coding activities, students in the present study discovered the concepts of special angle pairs in geometry--namely, complementary and…
Descriptors: Mathematics Instruction, Geometry, Robotics, Coding
Colon-Acosta, Nirmaliz – ProQuest LLC, 2019
As new introductory block-based coding applications for young students to learn basic computer science concepts, such as, loops and conditionals, continue to increase in popularity, it is necessary to consider the best method of teaching students these skills. Many of these products continue to exhibit programmatic misconceptions of these concepts…
Descriptors: Coding, Game Based Learning, Instructional Effectiveness, Programming Languages
Denner, Jill; Werner, Linda; Campe, Shannon; Ortiz, Eloy – International Journal of Game-Based Learning, 2014
Despite the growing popularity of teaching children to program games, little is known about the benefits for learning. In this article, the authors propose that game mechanics can be used as a window into how the children are thinking and describe a strategy for using them to analyze students' games. The study involved sixty 10-14 year old…
Descriptors: Programming, Educational Games, Early Adolescents, Coding
Maxlow, James Richard – ProQuest LLC, 2015
This study investigated the potential development and use of historical empathy in sixth-grade students while using the colonial-era historical education game "Mission US" and its associated learning activities. A collective case study was developed to describe and interpret students' experiences. The gathered data included the students'…
Descriptors: Elementary School Students, Grade 6, History Instruction, Empathy
van der Ven, Sanne H. G.; Klaiber, Jonathan D.; van der Maas, Han L. J. – Educational Psychology, 2017
Writing down spoken number words (transcoding) is an ability that is predictive of math performance and related to working memory ability. We analysed these relationships in a large sample of over 25,000 children, from kindergarten to the end of primary school, who solved transcoding items with a computer adaptive system. Furthermore, we…
Descriptors: Short Term Memory, Foreign Countries, Mathematics, Mathematics Instruction
Hilliard, Lacey J.; Buckingham, Mary H.; Geldhof, G. John; Gansert, Patricia; Stack, Caroline; Gelgoot, Erin S.; Bers, Marina U.; Lerner, Richard M. – Applied Developmental Science, 2018
Video games have the potential to be contexts for moral learning. We investigated whether "Quandary," a video game designed to promote ethical thinking and moral considerations for decision-making, would help promote positive skills such as perspective taking and empathy in adolescents. We examined the effect of playing…
Descriptors: Perspective Taking, Decision Making, Educational Games, Video Games
Lin, Chien-Heng; Chen, Chien-Min; Lou, Yu-Chiung – Educational Technology & Society, 2014
The abilities of both spatial orientation and spatial memory play very important roles in human navigation and spatial cognition. Since such abilities are difficult to strengthen through books or classroom instruction, there are no particular curricula or methods to assist in their development. Therefore, this study develops a spatial…
Descriptors: Spatial Ability, Memory, Educational Games, Computer Games
Sengupta, Pratim; Krinks, Kara D.; Clark, Douglas B. – Journal of the Learning Sciences, 2015
How does deep conceptual change occur when students play well-designed educational games? To answer this question, we present a case study in the form of a microgenetic analysis of a student's processes of knowledge construction as he played a conceptually-integrated digital game (SURGE Next) designed to support learning about Newtonian mechanics.…
Descriptors: Educational Games, Physics, Science Instruction, Technology Uses in Education
Evans, Michael A.; Nino, Miguel; Deater-Deckard, Kirby; Chang, Mido – Asia-Pacific Education Researcher, 2015
This case study uses the Technological Pedagogical Content Knowledge (TPACK) framework to describe how teachers from two contiguous school districts in southwest Virginia implemented "The CandyFactory," an iPad-specific learning game that focuses on pre-algebraic concepts, particularly fraction knowledge. As a result of this…
Descriptors: Case Studies, Pedagogical Content Knowledge, Technological Literacy, School Districts
Hance, Trevor – Science and Children, 2014
Designing opportunities for students to discover core science concepts can be challenging, however, with a good understanding of their interests, proper planning, and the use of technology and the outdoors, students can become engaged in a way that can leave a legacy for future students. Last fall, this author designed a nine-session unit for a…
Descriptors: Science Instruction, Scientific Concepts, Teaching Methods, Grade 4
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