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Lilla Bónus; Erzsébet Antal; Erzsébet Korom – Journal of Science Education and Technology, 2024
This research focuses on "BioScientist," a digital game-based, inquiry-based learning program embedded in the biology curriculum that develops inquiry skills in 8th-grade students. The aim of this paper is to demonstrate a combination of elements of digital game-based learning (DGBL) with inquiry-based learning (IBL) through…
Descriptors: Educational Technology, Game Based Learning, Video Games, Inquiry
Marcus Wolfe – ProQuest LLC, 2024
This qualitative study examines how playing levels of a fraction-themed videogame impacts students' thinking. The research question answered is: What do students' gestures reveal about the degree to which their thinking is embodied as they play a videogame that is constructed via a grounded metaphor for mathematical knowledge. Four soon-to-be…
Descriptors: College Bound Students, College Freshmen, Universities, Mathematics Education
Eva Fidia Lestari; Masagus Firdaus; Hanni Yukamana – Journal of English Teaching, 2024
The pandemic has affected many aspects of our lives including education and that has caused the Government to provide alternative teaching methods and make recommendations for online learning. Since smartphones and laptops using the internet are the only tools for learning, students are increasingly playing online games and being exposed to…
Descriptors: Grade 7, Computer Games, Video Games, Game Based Learning
Shruti Priya; Shubhankar Bhadra; Sridhar Chimalakonda; Akhila Sri Manasa Venigalla – Interactive Learning Environments, 2024
Owing to the predominant role of Machine Learning(ML) across domains, it is being introduced at multiple levels of education, including K-12. Researchers have leveraged games, augmented reality and other ways to make learning ML concepts interesting. However, most of the existing games to teach ML concepts either focus on use-cases and…
Descriptors: Artificial Intelligence, Secondary School Students, Video Games, Visual Aids
Weisberg, Lauren; Dawson, Kara; Dana, Nancy Fichtman – Journal of Digital Learning in Teacher Education, 2022
Educators have recently begun using digital breakout games as an instructional strategy in K-12 and higher ed curricula. However, research has thus far explored outcomes associated with playing these games, rather than designing them. This study investigates what happened when 23 preservice teachers in a technology integration course designed…
Descriptors: Educational Technology, Preservice Teachers, Secondary Education, Educational Games
Johnson, Frances V. – ProQuest LLC, 2023
The use of digital game-based learning has increased in recent years. Educators have a plethora of digital tools to complement their pedagogical practices and to support student learning. This qualitative study examined how 10 high school math teachers perceived the use of Kahoot! as an instructional intervention, and how teachers perceived the…
Descriptors: Educational Technology, Educational Games, Pedagogical Content Knowledge, Technological Literacy
Kantorski, Brinley – ProQuest LLC, 2022
Digital educational games have been a part of the educational landscape since the early 1970s. Since then, there has been a proliferation in the quantity, format, type, and quality of digital educational games available to classroom teachers. Despite this, the body of literature surrounding the effectiveness of these digital educational games…
Descriptors: Computer Games, Educational Technology, Video Games, Program Effectiveness
Nathan, Mitchell J.; Swart, Michael I. – Educational Technology Research and Development, 2021
Materialist design is presented as an embodied perspective on educational design that can be applied to redesign of classroom-based learning environments. Materialist design is informed by a framework of materialist epistemology, which positions material innovation on equal placement with symbol-based formal theory. Historical examples of…
Descriptors: Epistemology, Instructional Design, Video Games, Technology Uses in Education
Nathan, Mitchell J.; Swart, Michael I. – Grantee Submission, 2021
Materialist design is presented as an embodied perspective on educational design that can be applied to redesign of classroom-based learning environments. Materialist design is informed by a framework of materialist epistemology, which positions material innovation on equal placement with symbol-based formal theory. Historical examples of…
Descriptors: Epistemology, Instructional Design, Video Games, Technology Uses in Education
Liza M. Fiorello – ProQuest LLC, 2023
Recent advancements in technology have created enriching and engaging learning opportunities in education. Today, online games are used more frequently in education in an attempt to engage students in learning activities and help increase student participation for students with and without disabilities. However, limited research has been conducted…
Descriptors: Teacher Attitudes, Middle School Teachers, Middle School Students, Students with Disabilities
Nguyen, Huy Anh; Hou, Xinying; Richey, J. Elizabeth; McLaren, Bruce M. – International Journal of Game-Based Learning, 2022
There is an established gender gap in middle school math education, where female students report higher anxiety and lower engagement, which negatively impact their performance and even long-term career choices. This work investigates the role of digital learning games in addressing this issue by studying Decimal Point, a math game that teaches…
Descriptors: Gender Differences, Middle School Students, Educational Games, Mathematics Instruction
Kirankumar, Veena; Sung, Hanall; Swart, Michael; Kim, Doy; Xia, Fangli; Kwon, Oh Hoon; Nathan, Mitchell; Walkington, Candace – Grantee Submission, 2021
This study looks at how students embody their ideas about geometry conjectures and how those ideas travel within and between student groups. In one classroom of a Title 1 high school, students participated in a three-part program in which they: (1) played "The Hidden Village," a motion-capture video game where they assess the veracity of…
Descriptors: Geometry, Mathematics Instruction, High School Students, Video Games
Eniko Orsolya Bereczki; Zsofia K. Takacs; J. Elizabeth Richey; Huy A. Nguyen; Michael Mogessie; Bruce M. McLaren – Journal of Computer Assisted Learning, 2024
Background: Mindfulness practices enhance executive function skills and academic achievement, spurring interest in integrating mindfulness interventions into education. Embedding mindfulness practice into a digital math game may provide a low-cost, scalable way to induce mindfulness and boost game-based learning, yet this approach remains…
Descriptors: Metacognition, Educational Games, Video Games, Game Based Learning
Irina Kuznetcova – ProQuest LLC, 2020
Visuospatial (VS) skills, or one's ability to mentally manipulate information about objects' positions, relations, orientation, and transformations in space, are one of the cornerstones of STEM enrollment, retention, and achievement. Low level of visuospatial skills may deter some people from joining the STEM workforce or complicate their learning…
Descriptors: Video Games, Middle School Students, Self Efficacy, Spatial Ability
Hyo-Jeong So; Matthew Gaydos – Pedagogies: An International Journal, 2024
As digital games become more integrated into education, striking a balance between technology and pedagogy is essential. This study investigates digital games as contexts for problem-based learning (PBL) to actively involve students in problem-solving in a Korean middle school. This study examined two cases (Social Studies and Science) where…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Problem Based Learning