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Bima Prakarsa Arzfi; Maria Montessori; Rusdinal – Educational Process: International Journal, 2025
Background/purpose: The study addresses the challenge of integrating technology into Pancasila Education in Indonesian primary schools. Despite schools having technological facilities, teachers still rely on conventional teaching materials. The research aims to develop and validate digital game-based learning materials using the Lumio by Smart…
Descriptors: Outcomes of Education, Game Based Learning, Educational Technology, Computer Games
Hatice Kübra Isik; Aysegül Liman Kaban – Journal of Educational Technology and Online Learning, 2025
Educational digital escape games (EDEGs) are digital versions of escape rooms where players solve puzzles and complete challenges to achieve educational goals. This study investigates the effects of EDEGs on the academic achievement and motivation of elementary school students in mathematics. Using an explanatory sequential mixed-method design, 45…
Descriptors: Grade 3, Elementary School Students, Teaching Methods, Student Motivation
Orly Klein-Latucha; Arnon Hershkovitz – Journal of Learning Analytics, 2024
We report on a large-scale, log-based study of the associations between persistence and success in an online game-based learning environment for elementary school mathematics. While working with applets, learners can rerun a task after completing it or can halt before completing and rerun it again; both of these mechanisms may improve the score.…
Descriptors: Academic Persistence, Game Based Learning, Educational Technology, Mathematics Instruction
Hee Jin Bang; Eric Setoguchi – Age of Learning, Inc., 2025
This report focuses on the 2023-2024 implementation of "My Math Academy" at Epic Charter Schools in Oklahoma. "My Math Academy" was first used with a small pilot group of students and educators at the charter school network in school year 2022-2023, and based on the initial positive results, the implementation of the program…
Descriptors: Mathematics Education, Mathematics Achievement, Charter Schools, Program Effectiveness
Ahmad Syawaluddin; Nur Aeni – Discover Education, 2025
This study looks at how utilizing digital versions of classic games specifically Snakes and Ladders can help young learners learn more vocabulary in English. The study focuses on how digital versions of classic games can improve primary school students' vocabulary learning and retention. A quasi-experimental approach was used, with a control group…
Descriptors: Educational Technology, Technology Uses in Education, Vocabulary Development, English (Second Language)
Lin, Yao-San; Lim, Jie Ni; Wu, Yung-Sen – Education Sciences, 2022
The Chinese language is the mother tongue that most students in Singapore need to master. However, for many local students, due to the use of English as the main language in Singapore's families and the living environment, the time and frequency of using Chinese and the exposure to Chinese characters are relatively insufficient, which leads to a…
Descriptors: Game Based Learning, Educational Technology, Electronic Learning, Alphabets
Megan Conrad; David Shuster – Society for Research on Educational Effectiveness, 2024
Background: Performance with fractions has been a weak point in U.S. education for decades and has not improved in recent years (Siegler, 2017). High School math teachers frequently rate their students' knowledge of fractions as "poor" and see this lack of foundational knowledge as one of the top barriers to students mastering algebra…
Descriptors: Mathematics Achievement, Game Based Learning, Educational Technology, Fractions
Akman, Emrah; Çakir, Recep – Interactive Learning Environments, 2023
Recently, virtual reality seems to be deevloping rapidly. However, it can be said that virtual reality is in the early days of adoption for education. Studies show that using virtual reality in education can positively affect students' learning experiences. In this study, the effect of an educational virtual reality game, named "Kesfet…
Descriptors: Educational Technology, Computer Simulation, Elementary School Students, Mathematics Achievement
Sofia Hodedatov; Orit Avidov-Ungar; Merav Hayak – Education and Information Technologies, 2024
The goal of the current study was to examine the perceptions of elementary school principals regarding the value of integrating digital games in teaching and learning and the steps they take to promote this initiative. The study was conducted using a qualitative-narrative methodology to analyze data retrieved through semi-structured in-depth…
Descriptors: Game Based Learning, Elementary School Students, Principals, Administrator Attitudes
Yelitza Freitas; Beatriz Guiomar; Sofia Gonçalves; Ricardo Pinto; Elisabete Pinto; Virgílio Rato; Fernando Martins – Educational Process: International Journal, 2025
Background/purpose: This article aims to analyze the use of serious games from the Hypatiamat Platform to promote mental arithmetic in a first-grade primary school class in an Exploratory Teaching environment. Materials/methods: This study is mixed, interpretative, and action-research in design. It quantitatively analyses the students' Level of…
Descriptors: Grade 1, Elementary School Students, Elementary School Mathematics, Mathematics Instruction
Fraga-Varela, Fernando; Vila-Couñago, Esther; Martínez-Piñeiro, Esther – Comunicar: Media Education Research Journal, 2021
In recent years there has been a renewal of educational software encouraged by the incorporation of specific designs based on serious games. Previous studies on their use do not provide conclusive data on the advancement in learning, both at a general level and in specific contents. The main objective of this work is to study the impact of the use…
Descriptors: Game Based Learning, Mathematics Instruction, Elementary School Students, Mathematics Achievement
Hernandez, James Jeremy – ProQuest LLC, 2023
This qualitative study aimed to examine ways young children practice social skills and use language while playing the digital game Roblox in pairs, using a single electronic device, as framed through Vygotsky's Socio-cultural theory of learning. Roblox is a sandbox-style game comprising several mini-games, such as hide-and-seek simulators and…
Descriptors: Educational Technology, Video Technology, Game Based Learning, Grade 2
Brooks, Eva; Sjöberg, Jeannette – Designs for Learning, 2022
The presence of digital technologies in classroom settings is relentlessly getting stronger and has shown to have powerful playful qualities. In recent years, digital game-based learning (DGBL) has been introduced in schools. In this paper we explore game-based design activities to unfold playful and creative actions and interactions among…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Game Based Learning
Panayiota Kendeou; Ellen Orcutt; Tracy Arner; Tong Li; Renu Balyan; Reese Butterfuss; Micah Watanabe; Danielle McNamara – Grantee Submission, 2022
In this paper, we present iSTART-Early, an intelligent tutoring system that provides automated instruction and practice on higher-order reading comprehension strategies to 3rd and 4th grade students. iSTART-Early provides personalized, interactive, game-based strategy instruction and practice on comprehension strategies (i.e., Ask It, Reword It,…
Descriptors: Intelligent Tutoring Systems, Reading Instruction, Reading Comprehension, Reading Strategies
Khodabandeh, Farzaneh – Education and Information Technologies, 2023
The application of augmented reality games (ARG) as an emerging innovative technology has become a significant component of instructional learning contexts in recent years. ARG-based education as a form of student-centered learning situates students in a learning environment that integrates virtual elements with physical environments through…
Descriptors: Computer Simulation, Game Based Learning, Educational Technology, Technology Uses in Education