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Aymen Hawani; Anis ben Chikha; Wael Zoghlami; Santo Marsigliante; Antonella Muscella – Discover Education, 2025
This study investigated the effect of the motor game 'Exchequer Motor Game' (EMG) on first-grade children's Level of Geometric Thinking (LGT) and their post-learning mood tracking (PLMT). Thirty children (age 6.1 ± 0.7 years; physical education experience: 0.6 ± 0.4 years), classified at the "Visualization" stage of van Hiele's geometric…
Descriptors: Grade 1, Elementary School Students, Geometric Concepts, Thinking Skills
Bayan Masarwa; Hagit Hel-Or; Sharona T. Levy – Journal of Research in Childhood Education, 2024
Computational thinking (CT) activities are increasingly being integrated into early childhood schools. We focus on studying children's learning using an "unplugged" (non-computational) learning unit that considers a teacher's knowledge and classroom space and affords seamless adaptation into the classroom given the objects used in the…
Descriptors: Kindergarten, Computation, Thinking Skills, Educational Games
Cassandra Potier Watkins; Stanislas Dehaene – Journal of Experimental Education, 2024
We report the effectiveness of using the tablet-game Kalulu Phonics immediately after intervention in kindergarten and on national evaluations the year after. In a previous intervention testing the software with 1st graders, fluency and comprehension were boosted, but only when used in concert with reading instruction at the start of the year.…
Descriptors: Tablet Computers, Handheld Devices, Educational Games, Kindergarten
Vlassis, Joëlle; Baye, Ariane; Auquière, Amélie; de Chambrier, Anne-Françoise; Dierendonck, Christophe; Giauque, Nadine; Kerger, Sylvie; Luxembourger, Christophe; Poncelet, Débora; Tinnes-Vigne, Mélanie; Tazouti, Youssef; Fagnant, Annick – International Journal of Early Years Education, 2023
Early arithmetic skills, and in particular the understanding of the part-whole relationship, are currently considered crucial for future arithmetic achievement. They are complex skills extending far beyond the mastery of counting procedures. In order to develop these arithmetic skills in kindergarten children, we developed a game-based approach…
Descriptors: Arithmetic, Mathematics Skills, Kindergarten, Game Based Learning
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
Valérie-D. Berner; Frank Niklas; Maria-Aikaterini Chatzaki; Katja Seitz-Stein – Educational Psychology, 2024
Empirical research highlights the benefits for the development of children's mathematical competencies when they play linear number board games with dice and receive feedback. We, therefore, investigated mathematical competencies in two training studies with six sessions and a 3 × 2 design. The sample in the first experiment consisted of N = 79…
Descriptors: Mathematics Skills, Educational Games, Elementary School Students, Foreign Countries
Peng Zhang; Jiangxu Li; Su Cai – British Journal of Educational Technology, 2025
Augmented reality (AR) games offer significant potential to enhance learning experiences, yet the impact of when these games are introduced during the educational process remains underexplored. This study explored how the timing of providing the AR game influenced learners' achievement, satisfaction and acceptance. Using a quasi-experimental…
Descriptors: Simulated Environment, Computer Simulation, Educational Technology, Educational Games
Sylviane Valdois; Ahmed Zaher; Svetlana Meyer; Julien Diard; Sonia Mandin; Marie Line Bosse – Reading Research Quarterly, 2025
Longitudinal studies on mainstream children and training studies in the dyslexic population suggest that visual attention span (VAS) abilities contribute to reading acquisition. We evaluated to what extent VAS training in beginning readers might enhance later literacy skills. A large cohort of 453 children was followed from the beginning to the…
Descriptors: Attention Span, Visual Aids, Game Based Learning, Intervention
Emily Loethen – ProQuest LLC, 2023
A critical aspect of reading fluently is the ability to respond to sight words quickly and accurately. Current interventions for sight word fluency include flashcards and taped words (TW). While effective, these interventions require extensive personnel resources and one-on-one implementation. This study evaluates a group-wide intervention, the…
Descriptors: Reading Fluency, Instructional Materials, Educational Games, Reading Instruction
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
Kuswandi, Dedi; Fadhli, Muhibuddin – Cogent Education, 2022
Fun and pervasive education into students' daily lives is an important part of children's development. Learning methods and cognitive styles are one of the important aspects of the dynamics of learning. This research was a quasi-experimental study using the pretest-posttest of a nonequivalent control group design. Therefore, research based on…
Descriptors: Gamification, Cognitive Style, Reading Instruction, Elementary School Students
Lin, Naomi T.; Molgaard, Monica; Wishard Guerra, Alison; Cohen, Shana – Journal of Early Childhood Research, 2023
The home is an important setting for young children's learning and development. We examined home literacy practices and technology usage among families with children ages 5-6 years old (N = 47) before as compared to during COVID-19 with bivariate analyses. Variations by household income were also investigated. Parents completed surveys on home…
Descriptors: Young Children, Literacy, Technology, COVID-19
Jensen, Marc – Montessori Life: A Publication of the American Montessori Society, 2021
Many people are unduly intimidated by the thought of teaching probability. At its most basic level, probability revolves around being able to predict whether a future event is certain, possible, or impossible. These basic concepts grow and develop into a more mathematical understanding of likelihood as children learn to quantify that…
Descriptors: Prediction, Probability, Mathematics Education, Educational Games
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