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Ella James-Brabham; Tim Jay; Francesco Sella – Journal of Educational Psychology, 2024
Early numerical skills are important not only for later mathematical achievement but for overall achievement and are associated with later income, health, and quality of life. Socioeconomic disparities in numerical skills are visible before children begin school, and widen throughout schooling. It is, therefore, important to support the…
Descriptors: Numeracy, Mathematics Skills, Skill Development, Educational Games
Lusia Maryani Silitonga; Budi Dharmawan; Astrid Tiara Murti; Ting-Ting Wu – Journal of Educational Computing Research, 2024
Business simulation games (BSG) offer a unique opportunity to provide students with hands-on experience in a simulated business environment. This study aims to explore the effectiveness of BSG in promoting entrepreneurial intentions and competencies among undergraduate students. The study was conducted with 48 students, who participated in BSG as…
Descriptors: Entrepreneurship, Intention, Competence, Simulation
Andrej Jerman Blažic; Borka Jerman Blažic – Education and Information Technologies, 2025
This paper presents a new developed methodology for teaching and learning subjects that although are very important in the modern digital society are neglected in high school education programs: cybersecurity and cyber safety. A Study among the EU high schools in 2021-2022 revealed that computer science teachers are not regularly upgrading their…
Descriptors: Computer Security, Technology Education, Computer Science Education, Electronic Learning
Dervent, Fatih; Li, Weidong; Nayir, Nazim; Devrilmez, Erhan – Journal of Teaching in Physical Education, 2023
Purpose: To examine the effects of the Situated Game Teaching through Set Plays (SGTSP) curricular model on secondary school students' soccer skills and game performance during a 10-lesson unit. Methods: A quasi-experimental design with/without a repeated measure was used to examine the effectiveness of the SGTSP model in comparison with a…
Descriptors: Physical Education, Team Sports, Middle School Students, Educational Games
Sonja Hahn; Marie-Luise Springmann; Tamara Denninger; Mechthild Kiegelmann – Journal of Learning Development in Higher Education, 2025
When designing learning scenarios for first-semester university students, instructional developers should not only impart knowledge and skills but also support transition to university, for example by providing opportunities to build a sense of belonging. In our case study, we illustrate how we addressed these goals by creating a motivating…
Descriptors: Puzzles, Role Playing, Sense of Belonging, Communication Skills
Tiffany Yanyi Lee; Lit Wee Sim; Mohamed Syukri Bin Mohamed Anwar; Pierina Cheung; Kerry Lee; Daniel Ansari; Gianluca Esposito; Anne Rifkin-Graboi – European Journal of Psychology of Education, 2024
Mastery motivation predicts achievement, but intricacies amongst preschoolers are unclear. In keeping with the Specificity Principle, school-age, and adolescent research demonstrates the importance of considering the "setting conditions" in which mastery motivation is observed. Here, Singaporean 4-year-olds' (N = 63)…
Descriptors: Preschool Children, Student Motivation, Numeracy, Mathematics Activities
Toshiya Arakawa; Haruki Miyakawa – Technology, Knowledge and Learning, 2025
Data science education in Japan extends from elementary to high school students. However, some studies show that this has not enhanced interest or curiosity in data science. Therefore, gamification appears to be an efficient method for encouraging high school students' interest in data science, with research indicating that video games are…
Descriptors: Data Science, Educational Games, Statistics Education, Foreign Countries
Evgenia Anagnostopoulou – Adults Learning Mathematics, 2024
Taking advantage of our digital era commodities, a plethora of game-based learning activities and educational game genres have been introduced into numerous academic disciplines. However, research has shown that regarding mathematics the variety seems limited; especially for higher level topics, e.g. calculus, there is a lack of immersive games…
Descriptors: Educational Games, Video Games, Game Based Learning, Role Playing
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
Yüzbasioglu, Yasemin – Southeast Asia Early Childhood, 2023
This study was conducted to examine the effect of the Intelligence Games Preschool Program on the math skills of 60-72 month-old children. In the research, a model with pre-test post-test control group, which is one of the quasi-experimental models, was used. A total of 30 children, 15 of them from the experimental group and 15 of the control…
Descriptors: Foreign Countries, Intelligence, Educational Games, Preschool Education
Dima Kassab – ProQuest LLC, 2023
The purpose of this research was to gain a better understanding of the impact of game mechanics on developing collaborative problem solving (CPS) skills. CPS skills are important for the complex work environments of the 21st century, and games appear to provide potential learning experiences where such skills can develop. The research questions of…
Descriptors: Puzzles, Educational Games, Cooperative Learning, Problem Solving
Sunday, Kissinger; Wong, Seng Yue; Samson, Balogun Oluwafemi; Sanusi, Ismaila Temitayo – Education and Information Technologies, 2022
Learning object oriented programming (OOP) has been a daunting and challenging task for students across tertiary institutions in Nigeria. Various literatures have suggested the use of technology as a way to improve students' understanding of the subject. In this study, the overall aim is to investigate the effect of Imikode- a virtual reality (VR)…
Descriptors: Foreign Countries, College Students, Computer Simulation, Programming
Samoekan Sophonhiranrak; Putthachat Angnakoon; Sarunwit Promsaka Na Sakonnakron; Yada Atanan; Tida Tubpun – International Association for Development of the Information Society, 2024
The Friedrich Naumann Foundation and the King Prajadhipok's Institute in Thailand created the educational board game PeaceSoCracy, based on the online game available on the Tabletopia platform. The purpose of this board game is to encourage non-violent communication and an empathetic mind. Each process in the game play delivers more than just…
Descriptors: Educational Games, Interpersonal Communication, Empathy, Communication Skills
Afthinos, Yanni; Kiaffas, Zacharias; Afthinos, Theofilos – Technology, Knowledge and Learning, 2022
The aim of this study is to examine whether students of a sport management undergraduate course can gain knowledge in the management of a professional soccer club, by participating in a commercial serious game. Serious is considered the cyber game that its purpose exceeds entertainment. For this case study, the serious sport club management game…
Descriptors: Undergraduate Students, Administrator Education, Athletics, Video Games
Ching-Yi Chang; Intan Setiani; Jie Chi Yang – Journal of Educational Computing Research, 2025
Traditional teaching methods often limit interactive learning, negatively impacting students' motivation and learning achievement. Moreover, fostering collaborative awareness and problem-solving skills is crucial for developing the core competencies of future nursing professionals. To address these challenges, this study proposed an escape…
Descriptors: Educational Games, Puzzles, Computer Assisted Instruction, Electronic Learning