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Galip Bedir; Ibrahim Benek; Eda Yuca; Ismail Donmez – Journal of Education in Science, Environment and Health, 2025
Artificial Intelligence (AI) emerges as the development of computer systems and software that imitate human abilities and perform human-like tasks. Understanding what gifted students think about this system that includes deep cognitive abilities is considered important. Based on this premise, this study examines the perceptions of gifted students…
Descriptors: Gifted, Student Attitudes, Freehand Drawing, Artificial Intelligence
Jing, Mengguo; Ye, Ting; Kirkorian, Heather L.; Mares, Marie-Louise – Child Development, 2023
This meta-analysis synthesizes research on media use in early childhood (0-6 years), word-learning, and vocabulary size. Multi-level analyses included 266 effect sizes from 63 studies (N[subscript total] = 11,413) published between 1988-2022. Among samples with information about race/ethnicity (51%) and sex/gender (73%), most were majority…
Descriptors: Meta Analysis, Effect Size, Preschool Children, Race
Litster, Kristy; Lommatsch, Christina W.; Novak, Joshua R.; Moyer-Packenham, Patricia S.; Harmon, M. Jill; Roxburgh, Allison L.; Bullock, Emma P. – International Journal of Science and Mathematics Education, 2021
This study explored associations among children's prior attitudes, prior mathematics knowledge, and frequency of digital game use, with children's perceptions of game affordances, and transfer to out-of-game performance when interacting with digital math games, with respect to gender. Participants were 187 children (ages 8-12). An SEM mediation…
Descriptors: Gender Differences, Pretests Posttests, Computer Games, Student Attitudes
Selcuk Acar; Denis Dumas; Peter Organisciak; Kelly Berthiaume – Grantee Submission, 2024
Creativity is highly valued in both education and the workforce, but assessing and developing creativity can be difficult without psychometrically robust and affordable tools. The open-ended nature of creativity assessments has made them difficult to score, expensive, often imprecise, and therefore impractical for school- or district-wide use. To…
Descriptors: Thinking Skills, Elementary School Students, Artificial Intelligence, Measurement Techniques
Albertazzi, Deise; Ferreira, Marcelo Gitirana Gomes; Forcellini, Fernando Antônio – Technology, Knowledge and Learning, 2019
This paper presents an overview of gamification research. It introduces a panoramic research map that comprises a research map and keyword maps for each year of publication of research on gamification. The panoramic research map resulted in a detailed view of gamification research: covered areas, types of published papers, gaps, and most…
Descriptors: Computer Games, Information Retrieval, Research Reports, Learning Experience
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
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
Lambert, Richard – Center for Educational Measurement and Evaluation, 2022
Each game within the Ignite by Hatch™ gaming environment belongs to an overall developmental domain and skills-based subdomain and is intended to meet the developmental needs of children at specific skill levels. These skill levels (Beginning, Emerging, Intermediate, Accomplishing, and Proficient+) form an intended developmental pathway. Children…
Descriptors: Formative Evaluation, Child Development, Developmental Stages, Computer Games
Persico, Donatella; Passarelli, Marcello; Pozzi, Francesca; Earp, Jeffrey; Dagnino, Francesca Maria; Manganello, Flavio – British Journal of Educational Technology, 2019
This paper explores the relationship between digital games and learning along the continuum from formal to informal learning. Games are an increasingly important component of our learning ecologies but their potential can prove difficult to fully harness due to the downsides of gaming in informal contexts and to the limitations games can present…
Descriptors: Computer Games, Risk, Learning Processes, Correlation
Porter, J. – Journal of Computer Assisted Learning, 2018
Tablets have much to offer children with learning difficulties, but evidence of their effectiveness to teach academic skills is limited and cannot be easily separated from the quality of the software. This paper analyses data from 3 iterative cycles of designing an app for children with Down syndrome to support their awareness of quantity through…
Descriptors: Down Syndrome, Computer Software, Learning Problems, Handheld Devices
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
Thekes, Istvan – International Journal of Technology in Education, 2021
Examining the relationship between technology and the success of language acquisition and the integration of technology into language instruction has been around of a long time by now. The development of technology can essentially change how languages are taught. Nevertheless, it is only in the last few years that the road has opened up for new…
Descriptors: Second Language Learning, Second Language Instruction, Computer Assisted Instruction, Computer Software
Linantud, John; Kaftan, Joanna – Journal of Political Science Education, 2019
This article uses a multimethod research design to compare Statecraft to non-Statecraft assignments and courses along three dimensions: student engagement, political attitudes, and academic honesty. The results indicate that Statecraft increased student engagement and academic honesty. In terms of political attitudes, students generally remained…
Descriptors: Political Science, Teaching Methods, Comparative Analysis, International Relations
Chen, Yuchun; Lin, Wen-Jing – Child Language Teaching and Therapy, 2022
Background: Children with developmental language disorder (DLD) demonstrate deficits in vocabulary development and novel word learning processes, which have been proposed to stem from their speech perception deficits. Aims: This study had two aims. The first was to evaluate the efficacy of an intervention incorporating a computer-based phonetic…
Descriptors: Intervention, Phonetics, Vocabulary Development, Language Impairments
Dore, Rebecca A.; Logan, Jessica; Lin, Tzu-Jung; Purtell, Kelly M.; Justice, Laura – Grantee Submission, 2020
Media use could be detrimental to children's language and literacy skills because it may displace other language-enhancing activities like shared reading and caregiver-child interactions. Furthermore, the extent to which children use media with adults (joint media engagement), the extent to which they use interactive media (apps/games), and the…
Descriptors: Literacy, Language Acquisition, Parent Child Relationship, Computer Games
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