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Drew Polly; Luke T. Reinke; Madelyn W. Colonnese; Adrianne Blackwelder – Journal of Educational Research, 2025
This study examined a 6-week intervention in which fourth grade students either played fluency games or used pictorial flashcards to develop fluency with their basic multiplication facts. Students who played fluency games showed more growth than the pictorial flashcards, but an analysis of variance showed that there was no statistically…
Descriptors: Intervention, Visual Aids, Educational Games, Multiplication
Bojan Lazarevic; Maja Stojanovic; Jelena Pisarov; Nemanja Bojanic – Journal of Baltic Science Education, 2024
This study examined the impact on the motivation of students toward learning physics upon applying the Nikola Tesla Center (NTC) learning system. The research was conducted using a quasi-experiment with a pretest-posttest non-equivalent control group design. The participants considered were a large group of 1371 students, from various grades and…
Descriptors: Learning Motivation, Science Education, Physics, Science Instruction
Vipin Verma – ProQuest LLC, 2021
Serious or educational games have been a subject of research for a long time. They usually have game mechanics, game content, and content assessment all tied together to make a specialized game intended to impart learning of the associated content to its players. While this approach is good for developing games for teaching highly specific topics,…
Descriptors: Educational Games, Game Based Learning, Instructional Design, Program Content
Game-Based Learning Apps in Engineering Education: Requirements, Design and Reception among Students
Jacobs, Eva; Garbrecht, Oliver; Kneer, Reinhold; Rohlfs, Wilko – European Journal of Engineering Education, 2023
There is a lack of research on how game-based learning apps should be designed for engineering education. This paper addresses two research questions: What do engineering students expect from a learning app? Which educational approach and learning app design can meet these requirements? A survey revealed the particular demands of engineering…
Descriptors: Game Based Learning, Educational Games, Computer Oriented Programs, Engineering Education
Huang, Wenyeh; Ho, Jonathan C. – Interactive Learning Environments, 2018
Considering a company's limited time and resources, an effective training method that improves employees' ability to make ethical decision is needed. Based on social cognitive theory, this study proposes that employing games in an ethics training program can help improve moral reasoning through actively engaging learners. The experimental design…
Descriptors: College Students, Moral Values, Thinking Skills, Learning Strategies
Sun, Jerry Chih-Yuan; Kuo, Cian-Yu; Hou, Huei-Tse; Lin, Yu-Yan – Educational Technology & Society, 2017
The purposes of this study were to provide a game-based anti-phishing lesson to 110 elementary school students in Taiwan, explore their learning behavioral patterns, and investigate the effects of the flow states on their learning behavioral patterns and learning achievement. The study recorded behaviour logs, and applied a pre- and post-test on…
Descriptors: Educational Games, Electronic Learning, Educational Technology, Elementary School Students
Allen, Laura K.; Crossley, Scott A.; Snow, Erica L.; McNamara, Danielle S. – Language Learning & Technology, 2014
The Writing Pal (W-Pal) is an intelligent tutoring system (ITS) designed to provide students with explicit writing strategy instruction and practice. W-Pal includes a suite of educational games developed to increase writing engagement and provide opportunities to practice writing strategies. In this study, first (L1) (n = 26) and second (L2)…
Descriptors: Second Language Learning, Second Language Instruction, Writing Instruction, Educational Games