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Showing 1 to 15 of 23 results Save | Export
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Nagla El-Tanahi; Mona Soliman; Hager Abdel Hady; Rawan Alfrehat; Rasha Faid; Mona Abdelmoneim; Marwa Torki; Noha Hamoudah – International Journal of Education in Mathematics, Science and Technology, 2024
The development of digital technology in leaps and bounds has resulted in offering different learning options and alternatives in physical education. In this regard, technology techniques, like gamification, have been utilized in several areas of education, leading to the identification of its several usage benefits. Nevertheless, there is a lack…
Descriptors: Gamification, Teaching Methods, Physical Education, Skill Development
Xi Lu – ProQuest LLC, 2021
Computational thinking (CT) is an analytical thinking approach to solving daily problems by utilizing fundamental concepts of computer science. In the past decade, CT has been regarded as an essential life skill to be taught to everyone, especially young learners. One overarching and unresolved issue related to including CT into the K-12…
Descriptors: Play, Perspective Taking, Computation, Thinking Skills
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Kevser Tozduman Yarali – Journal of Learning and Teaching in Digital Age, 2025
Digital games are among the most common reasons children use the internet, and the time children spend playing digital games is increasing day by day. This research aims to identify the characteristics of the digital games most preferred by children, while also examining their digital gaming habits. The study was conducted using a qualitative…
Descriptors: Elementary School Students, Middle School Students, Computer Games, Handheld Devices
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Chen, Hsiu-Ling; Chuang, Yun-Chi – Journal of Computer Assisted Learning, 2021
The present study introduced Ren'py software as a digital storytelling (DST) tool to explore the effective use of digital game design learning in promoting critical thinking among high school students. A sample of 46 high school students enrolled in "Thinking Utopia," an elective course in critical thinking for civics education, was put…
Descriptors: Story Telling, Educational Games, Computer Games, High School Students
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Aurava, Riikka; Meriläinen, Mikko – Education and Information Technologies, 2022
This article describes the expectations and experiences of young (16 to 19 year old) digital game jam participants (N = 34) who attend Finnish general upper secondary schools. Game jams are a form of game creation: events where games are made in co-operation. They are widely used in game design education and in addition, when participated…
Descriptors: Expectation, Secondary School Students, Adolescents, Foreign Countries
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Sandoval, Scott; Lamb, Jodi A. – International Journal of Technology in Education, 2023
With the changes in the educational landscape, holding students' attention has become an even more crucial point. Educators are having to find creative ways and means to engage students and make learning 'fun'. There have been numerous research studies to show that gamification can be used to drive student engagement, achievement, and reinforce…
Descriptors: Game Based Learning, Advanced Placement, Learner Engagement, Teaching Methods
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Priyadi, Ahmad; Kuswanto, Heru – Journal of Technology and Science Education, 2023
This research aims to: (1) develop a feasible Android-based comic media of Gajah Mungkur Dam, and (2) reveal the effectiveness of the developed comic media in improving mathematical representation and critical thinking abilities on the materials of work and energy. The research subjects are senior high school students, consisting of 262 students…
Descriptors: High School Seniors, Cartoons, Computer Games, Mathematics Instruction
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Threekunprapam, Arinchaya; Yasri, Pratchayapong – European Journal of Educational Research, 2020
Using unplugged coding activities to promote computational thinking (CT) among secondary learners has become increasingly popular. Benefits of using unplugged coding activities involve the cost-effective implementation, the ability to promote computer science concepts and self-efficacy in learning computer programming, and the engaging nature of…
Descriptors: Thinking Skills, Independent Study, High School Students, Coding
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Jesionkowska, Joanna; Wild, Fridolin; Deval, Yann – Education Sciences, 2020
Immersive technologies are rapidly transforming the field of education. Amongst them, Augmented Reality (AR) has shown promise as a resource, particularly for education in Science, Technology, Engineering, Arts, and Mathematics (STEAM). There are, however, few teachers deploying this new medium in the classroom directly, and, consequently, only a…
Descriptors: Art Education, STEM Education, Active Learning, Computer Simulation
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Yong, Su Ting; Gates, Peter; Chan, Andy Tak-Yee – International Journal of Game-Based Learning, 2019
This article explores the potential use metacognitive skills learned in computer games to teach mathematics. This study explored the similarities and differences in the learning of metacognitive skills between computer games and mathematics education. A mixed-methods approach was employed in which a quantitative survey (students, n=174) and a…
Descriptors: Metacognition, Thinking Skills, Skill Development, Computer Games
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Soboleva, Elena V. – European Journal of Contemporary Education, 2019
The problem of the research is due to the need to realize the didactic and interdisciplinary potential of mobile applications which are able to support the quest technology. Teachers have to understand peculiarities of organizing such a game form of activity in a digital school. The purpose of the study is to theoretically prove and experimentally…
Descriptors: Teaching Methods, Information Technology, Technology Integration, Telecommunications
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Pitura, Joanna; Terlecka-Pacut, Elzbieta – Computer Assisted Language Learning, 2018
Being able to communicate in foreign languages, along with the remaining key competences for lifelong learning, are of special significance for upper-secondary school students -- soon-to-be tertiary education students and employees. Although Polish educational authorities have made efforts to account for this need in the Core Curriculum for Modern…
Descriptors: Second Language Learning, Second Language Instruction, Secondary School Students, Computer Games
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Buteau, Chantal; Muller, Eric – International Journal of Game-Based Learning, 2018
E-Brock Bugs is a serious educational game (SEG) about probability which was created based on Devlin's design principles for games whose players adopt identities of mathematically able persons. This kind of games in which "players think and act like real world professionals" has been called epistemic. This article presents an empirical…
Descriptors: Computer Games, Educational Games, Probability, Educational Technology
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Bell, Amanda Marie – AERA Online Paper Repository, 2016
Studies have shown that people can learn valuable skills by playing games, and more teachers are using digital games in classrooms. While researchers understand the difficulties of using digital games, further inquiries are needed to see how teachers effectively use games to improve students' learning. This paper begins to address these issues by…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Skill Development
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Beavis, Catherine; Rowan, Leonie; Dezuanni, Michael; McGillivray, Christie; O'Mara, Joanne; Prestridge, Sarah; Stieler-Hunt, Colleen; Thompson, Roberta; Zagami, Jason – E-Learning and Digital Media, 2014
Teachers' beliefs about what it is (or is not) possible to achieve with digital games in educational contexts will inevitably influence the decisions that they make about how, when, and for what specific purposes they will bring these games into their classrooms. They play a crucial role in both shaping and responding to the complex contextual…
Descriptors: Educational Games, Computer Games, Video Games, Mixed Methods Research
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