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Showing 1 to 15 of 24 results Save | Export
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Ramli, Izzat Syahir Mohd; Maat, Siti Mistima; Khalid, Fariza – Cypriot Journal of Educational Sciences, 2022
Game-based learning has received increasing attention in recent years as it could help improve pupils' motivation, self-efficacy, and achievement. Technological innovations like learning analytics (LA) and GBL offer pedagogical support for teachers. GBL could significantly support pupils' learning as a learning approach compared to conventional…
Descriptors: Game Based Learning, Learning Analytics, Elementary School Mathematics, Cognitive Processes
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Feng Feng; Wenxia Yang – Education and Information Technologies, 2025
The emergence of digital game types has opened up significant opportunities to facilitate language acquisition through feedback provision, attracting diverse research strands to explore their potential as arenas for technology-assisted language learning. This study investigates the effects of learner-, peer-, and collaborative-regulated feedback…
Descriptors: Foreign Countries, Computer Games, Game Based Learning, Feedback (Response)
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Vasiliki Brinia; Aris Plios; Paraskevi Psoni – International Journal of Learning and Change, 2024
Playfulness as a learning technique is applied into the present research in a group of adult learners. Initially, a game scenario was designed and implemented for the subject of microeconomics. Following a qualitative research methodology, through observation and interviews with ten participants before and after the playful activity, the results…
Descriptors: Play, Game Based Learning, Microeconomics, Learning Activities
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Toukiloglou, Pavlos; Xinogalos, Stelios – Journal of Educational Computing Research, 2022
Serious games are considered an effective method to engage students in programming education and have been increasingly used in classrooms. An important part of the learning process with serious games involves the presentation of the new concepts and the provided support to encounter student difficulties. Although the most common approach is the…
Descriptors: Game Based Learning, Programming, Program Effectiveness, Educational Games
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Andrea Bertoni; Andrea Maffia – International Journal of Mathematical Education in Science and Technology, 2024
While the development of creativity, or creative thinking, in mathematics is considered important by many researchers, there are several difficulties in implementing creative tasks, especially before secondary school. Within the original context of a mathematical escape game, this paper reports two episodes exemplifying the difficulties met by…
Descriptors: Game Based Learning, Learner Engagement, Mathematics Education, Creativity
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Wang, Xiao-Ming; Wang, Shi-Man; Wang, Jia-Ni; Hwang, Gwo-Jen; Xu, Su – Journal of Educational Computing Research, 2023
At present, environmental issues are of concern to all countries, especially for developing countries, and education on waste sorting is urgent. However, it remains a challenge to improve students' learning achievement and engagement in environmental education. Researchers have pointed out the potential of digital games for promoting students'…
Descriptors: Environmental Education, Game Based Learning, Video Games, Program Effectiveness
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Lozano, Adrian S.; Canlas, Reister Justine B.; Coronel, Kimberly M.; Canlas, Justin M.; Duya, Jerico G.; Macapagal, Regina C.; Dungca, Ericson M.; Miranda, John Paul P. – Online Submission, 2023
Purpose: The purpose of this study is to develop a game-based mobile application to help learners practice mathematical patterns and structures. Method: The study followed a mixed-method research design and prototyping methodology to guide the study in developing the mobile application. An instrument based on the Octalysis framework was developed…
Descriptors: Game Based Learning, Mathematics Instruction, Teaching Methods, Telecommunications
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Radulovic, Branka – Journal of Baltic Science Education, 2021
Modern approaches in Physics classes which involve the game-based student response system (GSRS) have been in use for a while, but their educational efficiency and students' involvement have not been examined. Therefore, this research's main aim was to determine the educational efficiency and students' involvement of GSRS and to assess their…
Descriptors: Instructional Effectiveness, Game Based Learning, Teaching Methods, Audience Response Systems
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Horn, Margaux A. – Advances in Physiology Education, 2023
The current student body will, by and large, seek online resources to supplement their learning. However, resources that are freely available online vary in accuracy and quality, and the vast majority rely on passive learning. Therefore, there is a need for interactive physiology teaching resources that facilitate application of knowledge, that…
Descriptors: Physiology, Science Instruction, Web Sites, Computer Software
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Chen, Chia-Chen; Huang, Po-Hao – Interactive Learning Environments, 2023
In order to explore whether STEAM education in combination with elementary school curriculums can help students' learning performance, this study developed a digital learning system. This digital learning system combined STEAM concepts with elements of gamebased learning. This study developed the curriculum content based on the unit of…
Descriptors: Art Education, STEM Education, Electronic Learning, Handheld Devices
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Liu, Yi Chun; Wang, Wei-Tsong; Lee, Tzu-Lien – Journal of Educational Computing Research, 2021
Critical factors that influence the value of digital game-based learning (DGBL) for enhancing learning effectiveness remain debatable. Based on the self-determination theory (SDT), people can be autonomously motivated to adopt DGBL to enhance learning effectiveness if their basic psychological needs are satisfied. Additionally, studies that…
Descriptors: Computer Games, Educational Games, Game Based Learning, Feedback (Response)
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Totikova, Guldana A.; Yessaliyev, Aidarbek A.; Madiyarov, Nurlybai K.; Medetbekova, Nurgul – European Journal of Contemporary Education, 2020
The use of planar and volumetric geometric figures in the form of didactic games and exercises, the participants in the experiment showed a significant improvement in the results of the level of spatial representation compared with the control group. The methodology of the use of didactic games and exercises with geometric figures showed the…
Descriptors: Thinking Skills, Skill Development, Spatial Ability, Visualization
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Chen, Beyin; Hwang, Gwo-Haur; Wang, Shen-Hua – Educational Technology & Society, 2021
The application of artificial intelligence (AI) in education is now widespread, and the use of robots in education has demonstrated a positive influence on students' behavior and development. However, the use of emerging technologies usually results in cognitive load, especially for elementary school students whose learning capacity has not yet…
Descriptors: Cognitive Processes, Difficulty Level, Game Based Learning, Robotics
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Israel-Fishelson, Rotem; Hershkovitz, Arnon – Journal of Educational Computing Research, 2020
Persistence has proven to be a great challenge in online learning environments. Gaming and interactivity have been suggested as essential features in reducing dropout and increasing persistence in online learning. Yet in interactive game-based learning environments, persistence in moving forward in the game may come at the expense of investing in…
Descriptors: Game Based Learning, Elementary School Students, Thinking Skills, Persistence
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Bradley, Linda; Al-Sabbagh, Khaled Walid – Australian Journal of Applied Linguistics, 2022
The mobile phone has become an indispensable device for communication and managing everyday life among newly arrived migrants. Learning a new language is a crucial aspect of integration and professionalization in a foreign country, and the phone is a tool that is also used by migrants also for language learning. The purpose of this study is to…
Descriptors: Immigrants, Telecommunications, Handheld Devices, Computer Assisted Instruction
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