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Pandora Dorouka; Michail Kalogiannakis – International Journal of Science Education, 2024
Nanoscience and Nanotechnology (NST) education is at the forefront of an emerging interdisciplinary frontier, ready to address global challenges. In this context, our research adopts a distinctive approach--using software applications in digital games to introduce young children to NST concepts and analyse resulting learning outcomes. The…
Descriptors: Science Education, Grade 2, Technology Uses in Education, Educational Technology
Paoze Lee – ProQuest LLC, 2023
Students across the nation struggle with learning mathematics for a variety of reasons such as the abstract nature, there is only one correct answer and how math is foundational. With the recent increase in the use of digital programs, school districts across the nation have turned to digital math programs for math intervention and learning.…
Descriptors: Grade 3, Mathematics, Elementary School Mathematics, Game Based Learning
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Ana Lúcia Bento Miguens; João Manuel Nunes Piedade; Rui Jorge Bernardes dos Santos; Tiago Lopes Oliva – Educational Media International, 2024
This research arises within the scope of the Postgraduate Course of Specialization in Technologies and Robotics in Elementary School. Its aim is to analyze the impact of robotics and programming on the motivation and involvement of students in the development of computational thinking, in the learning of mathematical concepts. The study was…
Descriptors: Student Motivation, Computation, Thinking Skills, Skill Development
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Yelitza Freitas; Beatriz Guiomar; Sofia Gonçalves; Ricardo Pinto; Elisabete Pinto; Virgílio Rato; Fernando Martins – Educational Process: International Journal, 2025
Background/purpose: This article aims to analyze the use of serious games from the Hypatiamat Platform to promote mental arithmetic in a first-grade primary school class in an Exploratory Teaching environment. Materials/methods: This study is mixed, interpretative, and action-research in design. It quantitatively analyses the students' Level of…
Descriptors: Grade 1, Elementary School Students, Elementary School Mathematics, Mathematics Instruction
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Lafton, Tove – Contemporary Issues in Early Childhood, 2021
Research concerning play and technology is largely aimed at expanding the knowledge of what technological play may be and, to a lesser extent, examines what happens to children's play when it encounters digital tools. In order to explore some of the complexity in play, this article elaborates on how Latour's concepts of 'translation' and…
Descriptors: Play, Kindergarten, Preschool Education, Educational Technology
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Kylie S. Flynn; Linlin Li; Chun-Wei Huang; Ruchita Patel; Kim Luttgen; Shuangting Yang; Eunice Chow – Grantee Submission, 2024
We used a cluster-randomized controlled trial to examine the impacts of a technology- and game-based social-emotional program, the "Adventures Aboard the S.S. GRIN" ("Adventures"), on students' social skills development. Eighty-eight third-grade classrooms (N = 1645 third-grade students) across four California public school…
Descriptors: Social Emotional Learning, COVID-19, Pandemics, Technology Uses in Education
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Lu Zhang; Yue Lei; Tim Pelton; Leslee Francis Pelton; Junjie Shang – Journal of Computer Assisted Learning, 2024
Background: Digital game-based learning (DGBL) has the potential to provide a gender inclusive learning environment for children. Objective: The present study aimed to explore gendered differences among primary school learners in grades three, four, and five within the context of game-based fraction learning from cognitive, motivational and…
Descriptors: Gender Differences, Game Based Learning, Mathematics Education, Electronic Learning
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Hurdle, Zach; Stanford, Angela; Nix, Katy; Perry, Nick – Science and Children, 2021
In an ever-increasing technological society, teachers have now, more than ever, a vast offering of educational technologies made available for classroom use. However, the time necessary for vetting and developing rigorous lessons with the usage of such technologies can be overwhelming for a classroom teacher. Still, teachers need the opportunity…
Descriptors: Grade 3, Grade 5, Elementary School Teachers, Elementary School Students
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Chou, Pao-Nan; Chang, Chi-Cheng; Hsieh, Shih-Wan – Technology, Pedagogy and Education, 2020
The purpose of the current study was to investigate students' overall learning process during the implementation of educational escape-the-room games (EERGs) in classrooms. This study adopted a two-stage case-study methodology, namely single-case and multi-case designs. In the first stage, a well-designed EERG for a Chinese language class was…
Descriptors: Teaching Methods, Educational Games, Educational Technology, Technology Uses in Education
Hee Jin Bang; Linlin Li – Age of Learning, Inc., 2020
An extensive body of empirical evidence shows that math skills at school entry are the strongest predictor of later academic success and educational attainment, but many children lack the opportunity to build the math skills needed for future success. Children who begin school with relatively low levels of math knowledge are at risk of falling…
Descriptors: Mathematics Skills, Elementary School Students, Program Effectiveness, Skill Development
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Duncan, Keri J. – TechTrends: Linking Research and Practice to Improve Learning, 2020
This mixed-methods study examined student engagement and the development of twenty-first-century learning skills of collaboration, communication, creativity and critical thinking for Grade 3 students who used immersive game-based learning activities using Breakout EDU strategies compared to students who used traditional small-group methods. BOEDU…
Descriptors: Educational Technology, Technology Uses in Education, 21st Century Skills, Cooperation
Hoover, Jennifer Lauren – ProQuest LLC, 2019
Some approaches to teaching mathematics have led to decreased student motivation. Gamification is an application of game elements within nongame settings. While gamification may increase motivation in other contexts, its effective use in digital mathematics instruction to motivate elementary students is undetermined. Based on the constructs of…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Game Based Learning
K. P. Thai; Linlin Li; Abby Schachner – Age of Learning, Inc., 2018
With only 40% of students proficient in math by 4th grade, the U.S. faces an acute need to scale innovative approaches to help close the math achievement gap. Closing this gap is particularly critical in order to support effective Science, Technology, Engineering, and Mathematics (STEM) learning and prepare the future workforce for…
Descriptors: Mathematics Instruction, Game Based Learning, Educational Technology, Technology Uses in Education
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Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education