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Ibrahim Bozan; Erdal Taslidere – Education and Information Technologies, 2025
Coding and digital game design activities have been used in recent years to contribute to students' academic achievement and twenty-first century skills. This study aimed to investigate the effect of the 5E model enriched with coding and digital game design activities (5EECD) on gifted students' academic achievement and problem-solving skills. A…
Descriptors: Models, Coding, Computer Games, Educational Games
Patricia S. Moyer-Packenham; Christina W. Lommatsch; Kristy Litster; M. Jill Harmon; Allison Roxburgh – Journal of Computers in Mathematics and Science Teaching, 2023
This paper reports on a large clinical study with 193 children (Grades 3-6) who interacted with 12 digital math games during clinical interviews. Children completed a pretest, interacted with the digital math games, completed a posttest, and answered questions about their interactions with the games. During the interviews, researchers used two…
Descriptors: Educational Games, Mathematics Instruction, Interaction, Program Effectiveness
Vungthong, Sompatu – rEFLections, 2018
The 21st century marks the digital era which is characterised by advanced technology and witnesses the increasing use of visual design in the realm of education. Despite various studies addressing the roles of visual design, there is still limited understanding of its roles in electronic educational materials, especially for language learning and…
Descriptors: Visual Aids, Design, English (Second Language), Second Language Learning
Newton, Kristie J.; Leonard, Jacqueline; Buss, Alan; Wright, Christopher G.; Barnes-Johnson, Joy – Journal of Research on Technology in Education, 2020
This mixed methods study examined how engagement in robotics and game design influenced students' self-efficacy, STEM attitudes, and computational thinking (CT) skills. Predominantly African-American students engaged in engineering and computer science tasks during informal learning environments. Results revealed students' self-efficacy scores on…
Descriptors: Robotics, STEM Education, Self Efficacy, Student Attitudes
Cyr, Stéphane; Charland, Patrick; Riopel, Martin; Bruyère, Marie-Hélène – Journal of Computers in Mathematics and Science Teaching, 2019
Serious video games (SVGs) are increasingly used as supplementary teaching tools for mathematics education. Several studies report their positive impact on student learning. However, these impacts are variable, and the success of the tools cannot be generalized or extended to all settings or disciplines without an in-depth look at the games…
Descriptors: Foreign Countries, Video Games, Design, Models
Morales, Grace; Sensevy, Gérard; Forest, Dominique – Educational Action Research, 2017
In this article we focus on "cooperative engineering", in which teachers and researchers co-design didactic sequences. In the first part of the article, we present cooperative engineering by describing some of the main principles on which it is grounded. The second part is dedicated to a case study, which enables us to illustrate some…
Descriptors: Kindergarten, Cooperative Learning, Cooperation, Engineering
Jenson, Jennifer; de Castell, Suzanne; Muehrer, Rachel; McLaughlin-Jenkins, Erin – Canadian Journal of Learning and Technology, 2016
There is a great deal of enthusiasm for the use of games in formal educational contexts; however, there is a notable and problematic lack of studies that make use of replicable study designs to empirically link games to learning (Young, et al., 2012). This paper documents the iterative design and development of an educationally focused game,…
Descriptors: Teaching Methods, Video Games, Handheld Devices, Educational Technology
Smith, Carmen Petrick; King, Barbara; González, Diana – Teaching Children Mathematics, 2015
There is a growing need for STEAM-based (Science, Technology, Engineering, Arts, and Mathematics) knowledge and skills across a wide range of professions (Brazell 2013). Yet students often fail to see the usefulness of mathematics beyond the classroom (Kloosterman, Raymond, and Emenaker 1996), and they do not regularly make connections between…
Descriptors: STEM Education, Art Education, Mathematics, Mathematical Concepts
Akcaoglu, Mete; Kale, Ugur – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2016
Engagement in game design tasks can help preservice teachers develop pedagogical and technical skills for teaching and promoting critical thinking and problem-solving skills. Through the design process, preservice teachers not only exercise critical-thinking and problem-solving skills, but also learn about an instructional method to support their…
Descriptors: Games, Educational Games, Computer Games, Preservice Teachers