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Josep J. Centelles; Estefania Moreno; Pedro R. de Atauri – International Society for Technology, Education, and Science, 2023
Gamification is a very useful technique, that has been fully increasing in the last years. During the COVID-19 pandemic, our innovation teaching group sent to our students several games, that were used by them for self-studying. Considering that many numerical problems can be proposed in Biochemistry, rather than numerical games (sudoku, adding…
Descriptors: Gamification, Biochemistry, Vocabulary, Educational Games
Leone Buckle; Holly P. Branigan; Laura Lindsay; Katherine Messenger – Language Learning and Development, 2025
Previous research has established that children's experiences of language during in-person interactions (e.g. individual and cumulative experiences of structural choices) implicitly shape language learning. We investigated whether children also implicitly learn structural choices during online interactions, and whether this is affected by the…
Descriptors: Grammar, Electronic Learning, Audio Equipment, Video Technology
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
Joany Tremblay; Elise Douard; Marc J. Lanovaz – Journal of Applied Research in Intellectual Disabilities, 2024
Background: Although many parents with intellectual disability (ID) demonstrate good parenting practices, some parents experience difficulties in managing challenging behaviours. One potential solution to this issue involves using The Family Game, a program designed to teach parents with ID how to manage challenging behaviours in their child.…
Descriptors: Parents with Disabilities, Intellectual Disability, Parenting Skills, Educational Games
Marivel Go; Rodolfo Golbin Jr.; Severina Velos; Johnry Dayupay; Wym Dionaldo; Feliciana Cababat; Miriam Bongo; Christos Troussas; Lanndon Ocampo – International Journal of Mathematical Education in Science and Technology, 2024
Technical skills related to basic mathematics in higher education have been a key foundation for further allied courses across primary programmes. While the traditional learning strategies appear to be inadequate to enhance the basic mathematics skills of university students, digital mathematical games pose the potential to improve such a set of…
Descriptors: Mathematics Skills, Educational Games, Class Activities, Computer Games
Sahin Idil; Orkun Kocak – Journal of Education in Science, Environment and Health, 2024
Climate change and its effects are impacting our world more and more with each passing day. For this reason, we must ensure that our children, as the society of the future, grow up as individuals with high environmental awareness, being aware of climate change and its effects. The aim of this study is to inform students about the subject of…
Descriptors: Elementary School Students, Climate, Educational Games, Computer Games
Lu Cao; Polly K. Lai; Hongzhi Yang – Instructional Science: An International Journal of the Learning Sciences, 2024
This study explored the use of an innovative instructional approach called Productive Failure (PF) to design an educational game and its support. The study then examined the effects of two different types of instruction--PF vs. Direct Instruction (DI)--on learning genetics and relevant mathematical knowledge in a Game-Based Learning (GBL)…
Descriptors: Failure, Problem Solving, Genetics, Biological Sciences
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
Chrisostomos Drogaris; Alexander Butyaev; Elena Nazarova; Roman Sarrazin-Gendron; Harsh Patel; Akash Singh; Brenden Kadota; Jérôme Waldispühl – Biochemistry and Molecular Biology Education, 2024
In the last decade, video games became a common vehicle for citizen science initiatives in life science, allowing participants to contribute to real scientific data analysis while learning about it. Since 2010, our scientific discovery game (SDG) Phylo enlists participants in comparative genomic data analysis. It is frequently used as a learning…
Descriptors: Science Instruction, Citizen Participation, Genetics, 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
Musa Saimon; Zsolt Lavicza; Tony Houghton; Imam Rahmadi – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: The purpose of this study is to propose a model for integrating microgames in teaching primary Education for Sustainable Development (ESD) and illustrate the application of the proposed model in teaching integrated mathematics, arts, technology and language in primary ESD. Design/methodology/approach: The model was based on conceptual…
Descriptors: Sustainable Development, Elementary Education, Game Based Learning, Educational Games
Jennifer Morin; Sara Willox – Journal of Educational Technology Systems, 2024
Debriefing is a critical part of successfully implementing educational computer-based simulation games to maximize learning outcomes. Simulation game effectiveness, regarding exploring gaming characteristics and cognitive and affective impacts, has been thoroughly researched. However, debriefing is overlooked by some as time-consuming and…
Descriptors: Educational Games, Computer Simulation, Communication Strategies, Instructional Effectiveness
Katarzyna Potega vel Zabik; Dor Abrahamson; Ilona Ilowiecka-Tanska – Digital Experiences in Mathematics Education, 2024
The O?THO exhibit, situated within the LivingLab at Copernicus Science Centre (CSC) in Warsaw, Poland, introduces visitors to the Cartesian principles of representing numerical data as points in a two-dimensional space--the coordinate system. This interactive tabletop digital exhibit takes the form of a collaborative two-player game where…
Descriptors: Foreign Countries, Numeracy, Geometry, Educational Games
Samantha Vasy – ProQuest LLC, 2024
This qualitative case study investigates teachers' perceptions of the Good Behavior Game (GBG) intervention within the context of a special education school. The primary research question guiding this study is: What are school staff's perceptions of the Good Behavior Game in a special education school? The study employs a qualitative approach,…
Descriptors: Educational Games, Student Behavior, Special Education, Special Education Teachers
Capturing Self-Regulated Learning Processes in Virtual Reality: Causal Sequencing of Multimodal Data
Marta Sobocinski; Daryn Dever; Megan Wiedbusch; Foysal Mubarak; Roger Azevedo; Sanna Järvelä – British Journal of Educational Technology, 2024
This study examines the embodied ways in which learners monitor their cognition while learning about exponential functions in an immersive virtual reality (VR) based game, "Pandemic" by Prisms of Reality. Traditionally, metacognitive monitoring has been assessed through behavioural traces and verbalised instances. When learning in VR,…
Descriptors: Computer Simulation, Educational Games, Video Games, Metacognition