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Inna Stakhova; Antonina Kushnir; Nataliia Franchuk; Kateryna Kolesnik; Lyudmila Lyubchak; Mikhailo Vatso – International Electronic Journal of Elementary Education, 2024
Given the rapid advancement of modern information and communication technologies, as well as the increasing demand for distance and hybrid learning models, it is imperative that prospective teachers attain a high level of digital competence. This study aimed to determine how effective the technique of using Kahoot! to develop the digital…
Descriptors: Digital Literacy, Competence, Preservice Teachers, Elementary School Teachers
Nongluk Weerasiri; Pinanta Chatwattana – Journal of Education and Learning, 2025
The community-based learning model via game simulation to promote community public health diagnosis skills, or CBL model via game simulation, is a research tool that was devised based on the concepts of public health diagnosis using the seven community tools (geo-social mapping, genogram, community organization chart, local health system,…
Descriptors: Public Health, Educational Games, Computer Simulation, Game Based Learning
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
Rosen, Yigal; Jaeger, Garrett; Newstadt, Michelle; Bakken, Sara; Rushkin, Ilia; Dawood, Maneeza; Purifoy, Chris – International Journal of Information and Learning Technology, 2023
Purpose: Despite the fact that research on creativity and cognition have garnered the attention of researchers and practitioners for decades, there is a lack of valid, reliable, and accessible instruments for enhancing and measuring these critical skills. Leveraging research from The LEGO Foundation and in collaboration with BrainPOP and the…
Descriptors: Creative Thinking, Cognitive Ability, Measurement Techniques, Formative Evaluation
Verma, Vipin; Craig, Scotty D.; Levy, Roy; Bansal, Ajay; Amresh, Ashish – Journal of Educational Computing Research, 2022
Detection and responding to a player's affect are important for serious games. A method for this purpose was tested within Chem-o-crypt, a game that teaches chemical equation balancing. The game automatically detects boredom, flow, and frustration using the Affdex SDK from Affectiva. The sensed affective state is then used to adapt the game play…
Descriptors: Psychological Patterns, Game Based Learning, Media Adaptation, Learner Engagement
Milkova, Eva; Pekarkova, Simona; Azim, Muhammad; Jabin, Bushra – Interactive Learning Environments, 2023
School readiness is recognized as one of the key starting points for children's further success in their school work and in their subsequent career. However, many kindergarten teachers still miss and long for a comprehensive, reliable and standardized diagnostic tool which could help them recognize the level of children's school readiness. That is…
Descriptors: Educational Games, School Readiness, Aptitude Tests, Computer Assisted Testing
Can, Derya – Journal of Theoretical Educational Science, 2020
The aim of this study is to examine the games in ABCya (https://www.abcya.com/) based on the learning trajectories for the development of number concept. To achieve this aim in the study it was examined which ABC educational game application support the learning trajectory and the development level related to number concept of games. This research…
Descriptors: Concept Formation, Number Concepts, Computer Games, Educational Games
Wannapiroon, Naphong; Pimdee, Paitoon – Education and Information Technologies, 2022
Qualitative and quantitative research methods were undertaken to examine and develop a digitally based virtual classroom learning environment (VCLE) for Thai undergraduate students' creative thinking and innovation enhancement in science, technology, engineering, arts, and math (STEM/STEAM) disciplines. The research methodology was divided into…
Descriptors: Undergraduate Students, Art Education, STEM Education, Foreign Countries
Piety, Philip J. – Grantee Submission, 2021
The paper discusses the use of "Productive Disciplinary Engagement" (PDE) for a curricular project that features a technology-based alternate reality game (ARG) with the objective of teaching undergraduate students about the collaborative nature of STEM careers. Much of the PDE research uses PDE as either a design-principle or as an…
Descriptors: Educational Technology, Technology Uses in Education, Undergraduate Students, Educational Games
Aykaç, Murtaza; Kögce, Davut – Educational Policy Analysis and Strategic Research, 2019
This study aimed to examine preservice classroom teachers' opinions on how educational games improve their teaching skills. In accordance with this purpose, the qualitative research design was employed. The study group was composed of 60 preservice teachers course attending the Department of Primary Education in the Faculty of Education at a state…
Descriptors: Preservice Teachers, Student Attitudes, Educational Games, Teaching Methods
Nshimbi, Jacob C.; Serpell, Robert; Westerholm, Jari – South African Journal of Childhood Education, 2020
Background: Despite increased enrolments at primary schools in Zambia, more than half of the children in Grades 1-4 are unable to meet the required minimum standards for literacy. Aim: The study set out to examine the effects of using a phone-based mobile literacy game (Graphogame) to improve literacy skills in children and adults in rural family…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
Kotsakou, Stamatina; Walters, Cory; Groskopf, Jessica; Tigner, Robert; Banerjee, Simanti – Journal of Extension, 2018
This article describes a novel grain marketing simulation game called "Marketing in a New Era" (MINE) that was developed for use in Extension producer meetings and other educational settings. Key benefits of MINE are that users can personalize the game's marketing simulation environment by incorporating information specific to their…
Descriptors: Marketing, Educational Games, Extension Agents, Extension Education
Coskun, Zeynep Nesrin; Adiguzel, Tufan; Çatak, Guven – World Journal on Educational Technology: Current Issues, 2019
The aim of the study was to validate a prototype of a game-based educational tool for improving auscultation skills. The tool was presented to 12 medical school students studying at a foundation university. The data collection tools of the study were: Cardiac sound identification form, educational tool evaluation form and auscultation survey form.…
Descriptors: Teaching Methods, Educational Games, Game Based Learning, Educational Technology
Hacker, Michael – Technology and Engineering Teacher, 2018
Computational Thinking (CT) is being promoted as "a fundamental skill used by everyone in the world by the middle of the 21st Century" (Wing, 2006). CT has been effectively integrated into history, ELA, mathematics, art, and science courses (Settle, et al., 2012). However, there has been no analogous effort to integrate CT into…
Descriptors: Skill Development, Thinking Skills, Technology Education, Engineering Education
NORDSCI, 2023
This volume includes four sections of the 2023 NORDSCI international conference proceedings: (1) Business and Management; (2) Education and Educational Research; (3) Political Science; and (4) Sociology and Healthcare. Business and Management includes 6 papers covering business, including management and organizational studies, business law, and…
Descriptors: Conferences (Gatherings), International Programs, Business Administration Education, Education