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Showing 1 to 15 of 26 results Save | Export
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Toshiya Arakawa; Haruki Miyakawa – Technology, Knowledge and Learning, 2025
Data science education in Japan extends from elementary to high school students. However, some studies show that this has not enhanced interest or curiosity in data science. Therefore, gamification appears to be an efficient method for encouraging high school students' interest in data science, with research indicating that video games are…
Descriptors: Data Science, Educational Games, Statistics Education, Foreign Countries
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Hamdaoui, Nabila; Idrissi, Mohammed Khalidi; Bennani, Samir – International Journal of Game-Based Learning, 2021
Over the last years there has been a growing interest in the use of educational games as learning tools. Educational games have proven to contribute in enhancing student motivation, increasing their engagement and providing them with personalized and adaptive learning. Learner modeling is a prerequisite when it comes to adaptive learning; it is…
Descriptors: Educational Games, Mathematical Logic, Models, Data Analysis
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
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Sharma, Sashi; Sharma, Shweta; Doyle, Phil; Marcelo, Louis; Kumar, Daniel – Teachers and Curriculum, 2021
Learning about probability can pose difficulties for students at all levels. Performing probability experiments using games can encourage students to develop understandings of probability grounded in real events. In this reflective paper, we explore the thinking of a group of students and teachers as they reasoned about experimental and…
Descriptors: Statistics Education, Probability, Educational Games, Learning Activities
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Slater, Stefan; Baker, Ryan S.; Wang, Yeyu – International Educational Data Mining Society, 2020
Feature engineering, the construction of contextual and relevant features from system log data, is a crucial component of developing robust and interpretable models in educational data mining contexts. The practice of feature engineering depends on domain experts and system developers working in tandem in order to creatively identify actions and…
Descriptors: Data Analysis, Engineering, Classification, Models
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Karimov, Ayaz; Saarela, Mirka; Kärkkäinen, Tommi – International Educational Data Mining Society, 2023
Within the last decade, different educational data mining techniques, particularly quantitative methods such as clustering, and regression analysis are widely used to analyze the data from educational games. In this research, we implemented a quantitative data mining technique (clustering) to further investigate students' feedback. Students played…
Descriptors: Student Attitudes, Feedback (Response), Educational Games, Information Retrieval
Ezequiel Aleman – ProQuest LLC, 2023
Building on the need for developing educational responses to the impact of data practices in our everyday lives, a new curriculum called Nayah-Irú was designed and implemented in the context of five alternative schools in Uruguay. Nayah-Irú aimed at fostering Critical Data Literacy (CDL) using speculative civic literacies, helping youth and…
Descriptors: Action Research, Nontraditional Education, Teacher Attitudes, Foreign Countries
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Ching, Cynthia Carter; Hagood, Danielle – Journal of Science Education and Technology, 2019
This paper connects the technological practice of activity monitor gaming to the Next Generation Science Standards (NGSS) science and engineering practice of "analyzing and interpreting data," and to the foundational constructionist idea of personal meaning. In our larger study, eighth-grade students, ages 12-14, wore physical activity…
Descriptors: Middle School Students, Grade 8, Educational Games, Academic Standards
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Bressler, Denise M.; Shane Tutwiler, M.; Bodzin, Alec M. – Educational Technology Research and Development, 2021
We report on a design-based research study that was conducted over three iterations. It chronicles the design, development, and implementation of School Scene Investigators, a forensic science game series for middle school students that utilizes mobile augmented reality. Played on mobile devices while exploring the school environment, School Scene…
Descriptors: Science Interests, Student Interests, Science Education, Educational Games
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Seymoens, Tom; Van Audenhove, Leo; Van den Broeck, Wendy; Mariën, Ilse – Journal of Media Literacy Education, 2020
This paper presents "the DataBuzz Project." "DataBuzz" is a high-tech, mobile educational lab, which is housed in a 13-meter electric bus. Its specific goal is to increase the data literacy of different segments of society in the Brussels region through inclusive and participatory games and workshops. In this paper, we will…
Descriptors: Data Analysis, Literacy, Program Descriptions, Laboratories
Shute, Valerie; Rahimi, Seyedahmad; Smith, Ginny – Grantee Submission, 2019
Well-designed digital games hold promise as effective learning environments. However, designing games that support both learning and engagement without disrupting flow is quite tricky. In addition to including various game design features (e.g., interactive problem solving, adaptive challenges, and player control of gameplay) to engage players,…
Descriptors: Physics, Science Instruction, Educational Games, Educational Technology
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Kinnebrew John S.; Killingsworth, Stephen S.; Clark, Douglas B.; Biswas, Gautam; Sengupta, Pratim; Minstrell, James; Martinez-Garza, Mario; Krinks, Kara – IEEE Transactions on Learning Technologies, 2017
Digital games can make unique and powerful contributions to K-12 science education, but much of that potential remains unrealized. Research evaluating games for learning still relies primarily on pre- and post-test data, which limits possible insights into more complex interactions between game design features, gameplay, and formal assessment.…
Descriptors: Computer Games, Educational Games, Data Analysis, Science Education
Cutumisu, Maria; Schwartz, Daniel L. – International Association for Development of the Information Society, 2016
This paper presents a novel examination of the impact of students' feedback choices and performance on their feedback memory. An empirical study was designed to collect the choices to seek critical feedback from a hundred and six Grade 8 middle-school students via Posterlet, a digital assessment game in which students design posters. Upon…
Descriptors: Middle School Students, Public Schools, Feedback (Response), Student Evaluation
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Nordby, Anders; Øygardslia, Kristine; Sverdrup, Ulrik; Sverdrup, Harald – Electronic Journal of e-Learning, 2016
In 2013 Hedmark University College conducted a research project where students from a game development project/study program developed and tested a Pervasive Game for learning as part of a class in System Thinking. The overall game goal was to teach Sustainability through System Thinking, and to give the students a real world experience with their…
Descriptors: Foreign Countries, Undergraduate Students, Educational Games, Sustainability
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Tobar-Muñoz, Hendrys; Baldiris, Silvia; Fabregat, Ramon – Journal of Educational Computing Research, 2017
Program for International Student Assessment results indicate that while reading comprehension needs to be promoted, teachers are struggling to find ways to motivate students to do reading comprehension activities and although technology-enhanced learning approaches are entering the classroom, researchers are still experimenting with them to…
Descriptors: Achievement Tests, Foreign Countries, International Assessment, Secondary School Students
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