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Rukayah; Daryanto, Joko; Atmojo, Idam R. W.; Saputri, Dwi Y.; Ardiansyah, Roy; Ariwijaya, Ilham – Pegem Journal of Education and Instruction, 2022
This study aims to describe the quiz game learning media development for the Javanese script reading skill for fifth-grade students at SD Mangkubumen Kidul, Laweyan Sub-district, Surakarta. This research was included in R & D (research and development) and reached the development stage. The subjects of this study were the fifth-grade students…
Descriptors: Reading Instruction, Reading Skills, Grade 5, Elementary School Students
Lee, JiHye; Lee, Hyun-Kyung; Jeong, Dabin; Lee, JiEun; Kim, TaeRyun; Lee, JiHyon – International Journal of Art & Design Education, 2021
Traditional museums of culture and history are failing to develop or make effective use of augmented reality (AR) technology. To address this deficit, the present study sought to develop online and offline experiential AR learning tools that would enable children to more fully explore museum artefacts. The study approach was based on the Blended…
Descriptors: Museums, Cultural Education, Computer Simulation, History Instruction
Tucker, Stephen I.; Moyer-Packenham, Patricia S. – International Journal of Mathematical Education in Science and Technology, 2021
This study examines the construct of distance -- the degree of difficulty of interacting with something -- as part of activity involving children using touchscreen digital games to learn mathematics. Ten fifth-grade children engaged in video-recorded semi-structured task-based interviews in which they used two touchscreen digital mathematics games…
Descriptors: Computer Games, Mathematics Instruction, Video Technology, Task Analysis
Munuyand, Thulasirani A/P; Husain, Salina; Abdul Jabar, Mohd Azidan; Jusoh, Zuraini – Asian Journal of University Education, 2021
For teaching and learning Malay language grammar, there are many types of online assessment tools and applications have been developed in Malaysia. One such application is Quizizz, a game-based online quiz that facilitates teaching and learning. The purpose of this research is to measure the effectiveness of Quizizz application to teach and learn…
Descriptors: Language Tests, Indonesian Languages, Grammar, Teaching Methods
Litster, Kristy; Moyer-Packenham, Patricia S. – Journal of Computers in Mathematics and Science Teaching, 2020
Digital math apps on touch-screen devices have become popular as effective tools to support mathematics learning. Many apps incorporate gaming elements such as points, stars, coins, or storylines to increase student interest and motivation. However, there is limited research regarding the balance of gaming and mathematics elements and how it…
Descriptors: Mathematics Instruction, Computer Games, Computer Software, Student Motivation
Dagyar, Miray; Kasalak, Gamze; Sezgin, Evren – World Journal on Educational Technology: Current Issues, 2020
The purpose of this study is to reveal the views of 4th grade primary school students about mobile programming education. Data were collected by using interview, metaphor and student drawings under qualitative research method. Among the 135 students who participated in the mobile programming education, 24 fourth grade primary school students who…
Descriptors: Elementary School Students, Grade 4, Children, Positive Attitudes
Yallihep, Mirac; Kutlu, Birgul – Education and Information Technologies, 2020
The purpose of this study was to measure the impacts of mobile serious games on fifth grade students' attitudes towards "Information Technology and Software" course and understanding of programming concepts. For this purpose, a five weeks long study was conducted in a private primary school in Turkey with randomly selected 36 fifth grade…
Descriptors: Computer Games, Computer Software, Student Attitudes, Programming
Gutica, Mirela; Petrina, Stephen – International Journal of Game-Based Learning, 2021
Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an…
Descriptors: Educational Games, Mathematics Instruction, Student Attitudes, Grade 6
Dohn, Niels Bonderup – British Journal of Educational Technology, 2020
The ability to code computer programs is considered an important part of literacy in today's society. This paper reports from a case study in two sixth-grade classes where Scratch coding was part of six mathematics lessons. The aim of the study was to investigate how Scratch coding affected students' interest development in coding and in…
Descriptors: Coding, Secondary School Students, Mathematics Instruction, Student Interests
Girmen, Pinar; Kaya, Mehmet Fatih – International Journal of Instruction, 2019
The purpose of this research is to enrich the process of developing the basic language skills of 4th grade students with digital story activities and games based on the Flipped Classroom Model (FCM). This study was conducted with 4th grade students in a Turkish course. It was based on action research. The Turkish courses were prepared according to…
Descriptors: Blended Learning, Turkish, Teaching Methods, Learning Processes
Cheng, Ya-Wen; Wang, Yuping; Cheng, I-Ling; Chen, Nian-Shing – Interactive Learning Environments, 2019
Collaborative learning has long been proved to be a crucial agent for enhancing students' social skills, problem-solving abilities and individual learning performance. Understanding how students move from one phase to another in their collaboration process can inform educators of how best to facilitate such learning. However, this is still an area…
Descriptors: Interaction, Computer Simulation, Mathematics Activities, Computer Games
van den Heuvel-Panhuizen, Marja; Kolovou, Angeliki; Robitzsch, Alexander – Educational Studies in Mathematics, 2013
In this study we investigated the role of a dynamic online game on students' early algebra problem solving. In total 253 students from grades 4, 5, and 6 (10-12 years old) used the game at home to solve a sequence of early algebra problems consisting of contextual problems addressing covarying quantities. Special software monitored the…
Descriptors: Elementary School Students, Grade 4, Grade 5, Grade 6