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Naomi Thompson – Educational Technology Research and Development, 2024
Despite recent efforts to support learners from traditionally minoritized backgrounds in mathematics, inequities in math achievement and participation still exist, particularly for women and people of color. Additionally, much of how math is taught in schools aligns with a particular epistemology that comes from western mathematicians and…
Descriptors: Minority Group Students, Mathematics Education, Mathematics Achievement, Equal Education
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Kuan-Fu Chen; Gwo-Jen Hwang; Mei-Rong Alice Chen – Educational Technology Research and Development, 2024
Many studies have incorporated concept maps into digital games to enable learners to make connections between subject concepts in the game. However, most learners do not associate spontaneously with the thematic concepts in the game but need to be facilitated by effective scaffolding mechanisms to reconceptualize the learning process and content.…
Descriptors: Concept Mapping, Game Based Learning, Learning Strategies, Grade 7
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Yeo, Jun-Hui; Cho, I.-Hsuan; Hwang, Gwo-Haur; Yang, Hsi-Hsun – Educational Technology Research and Development, 2022
Gender and prior knowledge may affect students' performance and motivation when simulations and games are used for learning. Accommodations should be made for students of different genders and with different levels of prior knowledge. A simulation digital game about the food chain concept geared for elementary school students was developed for…
Descriptors: Gender Differences, Prior Learning, Food, Biology
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Yanjun Pan; Elizabeth L. Adams; Leanne R. Ketterlin-Geller; Eric C. Larson; Corey Clark – Educational Technology Research and Development, 2024
Computational thinking is acknowledged as an essential competency for everyone to learn. However, teachers find it challenging to implement the existing learning approaches in K-12 settings because the existing approaches often focus on teaching computing concepts and skills (i.e., programming skills) rather than on helping students develop their…
Descriptors: Middle School Students, Game Based Learning, Mathematics Education, Computation
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Lee, Ji-Eun; Chan, Jenny Yun-Chen; Botelho, Anthony; Ottmar, Erin – Educational Technology Research and Development, 2022
Online educational games have been widely used to support students' mathematics learning. However, their effects largely depend on student-related factors, the most prominent being their behavioral characteristics as they play the games. In this study, we applied a set of learning analytics methods (k-means clustering, data visualization) to…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Learning Processes
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Chen, Ching-Huei – Educational Technology Research and Development, 2019
The present study investigates how the different modes of game-design triggers learning outcomes, focusing on peer learning and intergroup competition. A problem-solving science game was developed to help secondary students to learn about the motion of objects. Participants (N = 110) from an urban middle school were randomly assigned to four…
Descriptors: Peer Relationship, Computer Games, Competition, Outcomes of Education
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Laine, Teemu H.; Nygren, Eeva; Dirin, Amir; Suk, Hae-Jung – Educational Technology Research and Development, 2016
Lack of motivation and of real-world relevance have been identified as reasons for low interest in science among children. Game-based learning and storytelling are prominent methods for generating intrinsic motivation in learning. Real-world relevance requires connecting abstract scientific concepts with the real world. This can be done by…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Science Education
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Abramovich, Samuel; Schunn, Christian; Higashi, Ross Mitsuo – Educational Technology Research and Development, 2013
Educational Badges are touted as an alternative assessment that can increase learner motivation. We considered two distinct models for educational badges; merit badges and videogame achievements. To begin unpacking the relationship between badges and motivation, we conducted a study using badges within an intelligent-tutor system for teaching…
Descriptors: Student Motivation, Prior Learning, Alternative Assessment, Expertise
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Segedy, James R.; Kinnebrew, John S.; Biswas, Gautam – Educational Technology Research and Development, 2013
Betty's Brain is an open-ended learning environment in which students learn about science topics by teaching a virtual agent named Betty through the construction of a visual causal map that represents the relevant science phenomena. The task is complex, and success requires the use of metacognitive strategies that support knowledge acquisition,…
Descriptors: Artificial Intelligence, Computer Simulation, Computer Mediated Communication, Intelligent Tutoring Systems