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I?brahim Bozan; Erdal Taslidere – International Journal of Contemporary Educational Research, 2024
Coding tools that use blocks to create programs are popular among kids and play a key role in learning how to code. The effectiveness of the coding courses that are available nowadays depends on how well the tools match the students' needs. The aim of this study is to reveal the impact of digital game design-supported coding education with Scratch…
Descriptors: Academically Gifted, Grade 3, Elementary School Students, Foreign Countries
Ibrahim Bilginer; Kerim Koral; Elif Çelebi Öncü; Esra Ünlüer – Online Submission, 2024
The objective of this study is to ascertain the impact of the Gametics Game Program on the visual perception and attention levels of third-grade primary school students. The participants in this study were third-grade students enrolled in primary school in Kocaeli. This study employed a pretest-posttest control group experimental design. The…
Descriptors: Visual Perception, Attention, Grade 3, Elementary School Students
Emma Hübinette; Stina Udén; Gustav Nilsson; Elinor Schad – European Journal of Psychology and Educational Research, 2024
The PAX Good Behavior Game (PAX-GBG) is a school-based intervention shown to enhance student self-regulation, encourage prosocial behavior, and curb challenging behaviors. However, little is understood about students' perspectives on the intervention. In this study, we conducted a survey and semi-structured interviews with 3rd-grade students in…
Descriptors: Foreign Countries, Grade 3, Elementary School Students, Student Attitudes
Patricia S. Moyer-Packenham; Christina W. Lommatsch; Kristy Litster; M. Jill Harmon; Allison Roxburgh – Journal of Computers in Mathematics and Science Teaching, 2023
This paper reports on a large clinical study with 193 children (Grades 3-6) who interacted with 12 digital math games during clinical interviews. Children completed a pretest, interacted with the digital math games, completed a posttest, and answered questions about their interactions with the games. During the interviews, researchers used two…
Descriptors: Educational Games, Mathematics Instruction, Interaction, Program Effectiveness
Christina D. Brooks – ProQuest LLC, 2022
Students in Urban District 1 were not meeting grade level learning outcomes in mathematics on state- and district-administered benchmark assessments. The purpose of this study was to determine if including a specific educational video game (EVG), Prodigy, in mathematics instruction with third-grade students would influence students' math…
Descriptors: Urban Schools, Video Games, Educational Games, Mathematics Instruction
Sýkora, Tomáš; Stárková, Tereza; Brom, Cyril – British Journal of Educational Technology, 2021
Little is known about the instructional effects of narrative framing elements in child learning games. In this study, second and third graders (M[subscript age] = 8.24) played one of two versions of a successful, commercial mathematical learning game at home for 2 weeks (N = 95; between-subject design). The versions differed in the…
Descriptors: Educational Games, Mathematics Education, Mathematics Activities, Elementary School Students
Lynn H. Bowie; Mellony H. Graven – South African Journal of Childhood Education, 2024
Background: South African learners face the double disadvantage of living in low socioeconomic conditions with access to few resources and attending schools with challenging learning conditions. Mathematics performance reflects such conditions with extreme performance gaps between wealthier and poorer learners. The need for early intervention is…
Descriptors: Foreign Countries, Elementary School Students, Low Income Students, Mathematics Achievement
Increasing Math Knowledge in 3rd Grade: Evaluating Student Use & Teacher Perceptions of Imagine Math
Paoze Lee – ProQuest LLC, 2023
Students across the nation struggle with learning mathematics for a variety of reasons such as the abstract nature, there is only one correct answer and how math is foundational. With the recent increase in the use of digital programs, school districts across the nation have turned to digital math programs for math intervention and learning.…
Descriptors: Grade 3, Mathematics, Elementary School Mathematics, Game Based Learning
Yanning Yu – ProQuest LLC, 2021
Although there has been profound evidence showing the positive correlation between spatial abilities and math performances, we still know very little about how and why spatial thinking facilitates the learning of mathematics. This dissertation unpacks several aspects of mathematics that are embedded in learning and playing an ancient and rich game…
Descriptors: Spatial Ability, Thinking Skills, Mathematics Education, Educational Games
Gulnoza Yakubova; Briella Baer Chen; Monerah N. Al-Dubayan; Stuti Gupta – Journal of Special Education Technology, 2024
The purpose of this study was to examine the effects of an online multi-component intervention (video modeling, virtual manipulatives, digital games, self-monitoring and least to most prompting techniques) on the acquisition of several mathematical skills of two autistic elementary school students. We used a multiple probe design of a single-case…
Descriptors: Mathematics Instruction, Educational Technology, Autism Spectrum Disorders, Manipulative Materials
Erdem, Yasemin; Gök, Bilge – South African Journal of Education, 2022
With the study reported on here we set about to reveal the effects of mental games on third graders' reading comprehension skills in Turkish classes. The study group comprised 71 students, 35 of whom were included in the experimental group, and 36 in the control group. The experimental group played simple to difficult mental games selected by the…
Descriptors: Foreign Countries, Grade 3, Elementary School Students, Reading Comprehension
Sardone, Nancy B. – Social Studies, 2023
Looking at the effects of globalization from numerous perspectives: economic, spatial, cultural, and environmental, it has become abundantly clear that today's students must possess geographic knowledge and associated skills to be prepared for civic life and informed decision-making. However, the current state of geographic proficiency among U.S.…
Descriptors: State Standards, Educational Games, Geography, Elementary School Students
Kylie S. Flynn; Linlin Li; Chun-Wei Huang; Ruchita Patel; Kim Luttgen; Shuangting Yang; Eunice Chow – Grantee Submission, 2024
We used a cluster-randomized controlled trial to examine the impacts of a technology- and game-based social-emotional program, the "Adventures Aboard the S.S. GRIN" ("Adventures"), on students' social skills development. Eighty-eight third-grade classrooms (N = 1645 third-grade students) across four California public school…
Descriptors: Social Emotional Learning, COVID-19, Pandemics, Technology Uses in Education
Avci, Filiz – Acta Educationis Generalis, 2022
Introduction: The aim of the study was to examine the effects on Primary School Teacher Candidates of developing and implementing jigsaw technique activities enriched with educational games in Science and Technology Teaching lessons. Methods: In the study, the mixed design was used. The single group pre-test post-test weak experimental pattern…
Descriptors: Educational Games, Preservice Teachers, Science Instruction, Foreign Countries
Improving Students' Narrative Skills through Gameplay Activities: A Study of Primary School Students
Kirginas, Sotiris – Contemporary Educational Technology, 2022
This paper aims to explore the impact of freeform digital games on primary school students' narrative skills, in terms of linguistic cohesion and semantic coherence, compared to other digital media, such as formally structured digital games and movies. A total of 128 Year 6 Primary school students participated in this research. Initially, students…
Descriptors: Personal Narratives, Computer Games, Educational Games, Films