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Bernardo Benites de Cerqueira; Andressa Aparecida Garces Gamarra Salem; Caroline de Oliveira Cardoso; Rochele Paz Fonseca; João Batista Mossmann; Débora Nice Ferrari Barbosa – Education and Information Technologies, 2025
Executive Functions are essential for good school performance as well as for the proper development of individuals' socio-affective, vocational, academic, and planning skills. Investigations with digital games aimed at stimulating inhibitory control of the executive functions in the school environment, especially with typically developing children…
Descriptors: Elementary School Students, Grade 3, Grade 4, Pilot Projects
Maria Kikidou; Eleni Griva – International Electronic Journal of Elementary Education, 2023
Content and Language Integrated Learning (CLIL) is an innovative approach which attempts to comprise holistic features, focusing on the meaning and at the same time providing opportunities for purposeful language use (Dalton-Puffer, 2007). Based on the triptych language of learning, language for learning and language through learning- this program…
Descriptors: Greek, English (Second Language), Second Language Learning, Second Language Instruction
Chappell, Kerry; Walsh, Chris; Wren, Heather; Kenny, Karen; Schmoelz, Alexander; Stouraitis, Elias – International Journal of Game-Based Learning, 2017
This article interrogates how a particular conception of creativity: "wise humanising creativity" (WHC) is manifest within a virtual learning environment (VLE) with children and young people. It reports on the outcomes of C[superscript 2]Learn, a three-year European Commission funded project which introduced innovative digital gaming…
Descriptors: Virtual Classrooms, Creativity, Computer Games, Educational Games
Spaniol, Mayra Muller; Shalev, Lilach; Kossyvaki, Lila; Mevorach, Carmel – Journal of Autism and Developmental Disorders, 2018
This study assessed the effectiveness of an attention intervention program (Computerized Progressive Attentional Training; CPAT) in improving academic performance of children with ASD. Fifteen 6-10 year olds with ASD attending a mainstream and a special school were assigned to an experimental (CPAT; n = 8) and active control (computer games; n =…
Descriptors: Attention Control, Training, Autism, Pervasive Developmental Disorders
Lynch, Raymond; Patten, James Vincent; Hennessy, Jennifer – Educational Research, 2013
Background: This article considers the impact of differential task difficulty on student engagement and progression within an Irish primary school context. Gaining and maintaining student engagement during learning tasks such as homework is a significant and understandable on-going challenge for teachers. The findings of this study hold the…
Descriptors: Foreign Countries, Difficulty Level, Learner Engagement, Homework
Lomas, Derek; Ching, Dixie; Stampfer, Eliane; Sandoval, Melanie; Koedinger, Ken – Society for Research on Educational Effectiveness, 2011
Given the strong relationship between number line estimation accuracy and math achievement, might a computer-based number line game help improve math achievement? In one study by Rittle-Johnson, Siegler and Alibali (2001), a simple digital game called "Catch the Monster" provided practice in estimating the location of decimals on a…
Descriptors: Numeracy, Mathematical Concepts, Mathematics Instruction, Arithmetic
Prayaga, Lakshmi; Coffey, John W. – Journal of Educational Technology, 2008
Several studies have demonstrated that games have been effectively used as an instructional strategy to motivate and engage students. This paper presents the use of the process of game development as an instructional strategy to promote higher order thinking skills. An analysis of the various aspects of game development including graphics,…
Descriptors: Computer Games, Educational Games, Thinking Skills, Critical Thinking