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Danielle Herro; Golnaz Arastoopour Irgens; Jeremiah Akhigbe; McKenzie Martin Rowland – Journal of Digital Learning in Teacher Education, 2025
Preparing elementary-aged children to practice data science literacies is important and understudied. Our research investigates how data science curricula might be effectively designed and integrated into elementary classroom instruction. We use narrative case study methodology, focusing on a single case detailing a second-grade teacher's approach…
Descriptors: Data Science, Computer Games, Handheld Devices, Grade 2
Javora, Ondrej; Dechterenko, Filip; Tetourová, Tereza; Volná, Kristina; Brom, Cyril – Journal of Computer Assisted Learning, 2021
The instructional effects of customization features in child learning games have rarely been examined. This value-added study addresses the existing gap with regards to user-initiated cosmetic customization of environment elements (i.e., non-avatar customization). Participants (N = 143; M[subscript age] = 9.41) studied a biological topic for about…
Descriptors: Educational Games, Computer Games, Elementary School Students, Instructional Design
Sima Özdemir Bülbül; Esra Mindivanli Akdogan – International Journal of Contemporary Educational Research, 2023
Digital games have become more involved in our lives and entertainment culture with the development of technology. Digital games, which individuals of all ages play and derive great enjoyment from at the the same time, have been actively used in educational activities. However, it is seen that the games used in the education process are mostly…
Descriptors: Grade 6, Middle School Students, Educational Games, Computer Games
Çoban, Murat; Göktas, Yüksel – E-Learning and Digital Media, 2023
This research aims to investigate the impact of three different training methods (digital game, drill, and traditional education) on the motivation of the students to teach earthquake preparedness and earthquake prevention knowledge to primary school students. The explanatory design from the mixed-methods research was used in the study. The sample…
Descriptors: Training Methods, Seismology, Emergency Programs, Computer Games
Çoban, Murat; Göktas, Yüksel – Smart Learning Environments, 2022
One of the most important reasons for deaths and injuries caused by earthquakes is that society does not have sufficient knowledge of appropriate protective behaviors during an earthquake. The purpose of this study is to evaluate the effectiveness of different educational practices in providing primary school students with the knowledge of…
Descriptors: Training Methods, Seismology, Emergency Programs, Instructional Effectiveness
Morales-Garcia, Lizzet; Sandoval, Catalina Navarro; González, María del Socorro García – EURASIA Journal of Mathematics, Science and Technology Education, 2022
The aim of this research is to propose indicators of epistemic and mediational suitability to assess tasks designed in a mobile learning context, using theoretical and methodological elements of the onto-semiotic approach (OSA) and the SAMR model (substitution, augmentation, modification, and redefinition). With these indicators, 110 tasks…
Descriptors: Task Analysis, Mathematics Instruction, Number Concepts, Telecommunications
Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
Nurnberger-Haag, Julie; Wernet, Jamie L.; Benjamin, Judy I. – International Journal of Education in Mathematics, Science and Technology, 2023
Games are often used to foster student engagement and motivation to learn content, such as mathematics. Although digital games dominate game-based learning research, the table games commonly used in classrooms warrant investigation. Especially for mathematics learning, prior research has not taken into account content-specific frameworks. Integer…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Learner Engagement
Yildirim, Ibrahim; Sen, Sedat – Interactive Learning Environments, 2021
Whether gamification is an organized structure that contributes to student achievement, a simple pontification process or total nonsense is a matter of debate. In such, this study was conducted to provide a scientific answer while exhibiting the gamification effect on student achievement with the meta-analysis method, which is based on…
Descriptors: Game Based Learning, Academic Achievement, Meta Analysis, Effect Size
Tucker, Stephen I.; Moyer-Packenham, Patricia S. – International Journal of Mathematical Education in Science and Technology, 2021
This study examines the construct of distance -- the degree of difficulty of interacting with something -- as part of activity involving children using touchscreen digital games to learn mathematics. Ten fifth-grade children engaged in video-recorded semi-structured task-based interviews in which they used two touchscreen digital mathematics games…
Descriptors: Computer Games, Mathematics Instruction, Video Technology, Task Analysis
Wang, Chung-Hsiang; Wu, Ko-Chiu; Tsau, Saiau-Yue – Journal of Educational Computing Research, 2019
The aim of this study was to design a digital game that imparts the concept of urban heat island effects to aid in environmental education. Within the play-time limits, gamers must be alert to signs of warning from the environment and keep the balance between economic growth and the temperature of the environment, so they can safely manage the…
Descriptors: Instructional Design, Educational Games, Marketing, Environmental Education
Giannakos, Michail, Ed. – Lecture Notes in Educational Technology, 2020
This book introduces the reader to evidence-based non-formal and informal science learning considerations (including technological and pedagogical innovations) that have emerged in and empowered the information and communications technology (ICT) era. The contributions come from diverse countries and contexts (such as hackerspaces, museums,…
Descriptors: Nonformal Education, Informal Education, Science Education, Computer Uses in Education
Wong, Lung-Hsiang; Looi, Chee-Kit; Boticki, Ivica – Research and Practice in Technology Enhanced Learning, 2017
Appropriate design of collaborative learning activities for students using mobile devices can be supported by different forms of scaffolding provided by peers, by the teacher or by the technology. Building on prior studies in mCSCL (mobile computer-supported collaborative learning), we developed Chinese-PP, a novel in-class mobile synchronous…
Descriptors: Scaffolding (Teaching Technique), Chinese, Teaching Methods, Educational Technology
Johnson, Claire – Online Submission, 2017
"Game Maker" is widely used in UK secondary schools, yet under-researched in that context. This paper presents the findings of a qualitative case study that explores how authoring computer games using "Game Maker" can support the learning of basic programming concepts in a mainstream UK secondary setting. The research draws on…
Descriptors: Foreign Countries, Secondary School Students, Qualitative Research, Case Studies
Mostowfi, Sara; Mamaghani, Nasser Koleini; Khorramar, Mehdi – International Journal of Environmental and Science Education, 2016
Due to a progressive deterioration of our planet and its resources, environmental education has become important and children are required to understand environmental issues at an early ages. So, they can cultivate the positive changes in the future. Over the past decade, many new evaluation methods have developed for evaluating user experience…
Descriptors: Instructional Design, Play, Educational Games, Elementary School Students