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Showing 1 to 15 of 20 results Save | Export
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Ibrahim Bilginer; Kerim Koral; Elif Çelebi Öncü; Esra Ünlüer – Online Submission, 2024
The objective of this study is to ascertain the impact of the Gametics Game Program on the visual perception and attention levels of third-grade primary school students. The participants in this study were third-grade students enrolled in primary school in Kocaeli. This study employed a pretest-posttest control group experimental design. The…
Descriptors: Visual Perception, Attention, Grade 3, Elementary School Students
Samosa, Resty C.; Policarpio, Maricris V.; Canamaque, Bernadeth O.; Camocamo, Princess Honeylyn A.; Clavito, Joanna Marie E. – Online Submission, 2021
In summary, many students struggle to comprehend and interpret printed symbols; even more struggle with complex oral and written assignments. This situation has an impact on their academic success and happiness. Furthermore, they are unable to fully or sufficiently, if not outstandingly, cope with their readings. Students can write, but they can't…
Descriptors: Game Based Learning, Writing Instruction, Writing Skills, Writing Improvement
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Anne Barwasser; Kerstin Nobel; Matthias Grünke – Journal of Educational Research and Practice, 2023
Literacy influences all aspects of life. Unfortunately, a rising number of students struggle with reading and spelling, which can result in enormous educational barriers. Difficulties in literacy accompanied by learning-related problem behavior can create additional risk factors. Effective interventions for these students should consider…
Descriptors: Elementary School Students, Grade 3, Reading Instruction, Literacy
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Hsu, Ting-Chia; Chang, Ching; Liang, Yi-Sian – IEEE Transactions on Learning Technologies, 2023
The study explores the effects of an interdisciplinary learning approach on developing students' English learning (EL) and computational thinking (CT) through two different game-based learning approaches. A quasi-experiment is conducted to evaluate the effectiveness of this approach in terms of enhancing students' CT knowledge and their EL…
Descriptors: Elementary School Students, Grade 3, Interdisciplinary Approach, Computation
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Tella, Adedeji; Fatoki, Felicia Motunrayo – Journal of the International Society for Teacher Education, 2021
This study determined the effect of Bingo game instructional strategy on Pupils' mathematics Achievements of public primary schools in Oyo state, Nigeria. One hundred and twelve public primary school grade 3 pupils participated in the study. This study adopted the pretest-posttest control group quasi-experimental design with a 2x3 factorial…
Descriptors: Game Based Learning, Teaching Methods, Mathematics Instruction, Mathematics Achievement
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Linlin Li; Kylie Flynn; Chun-Wei Huang; Ruchita Patel; Kim Luttgen – Society for Research on Educational Effectiveness, 2023
Background/Context: Research has shown that students with strong social-emotional skills demonstrate greater motivation to learn, have more positive attitudes toward school, participate more actively in activities, and show better academic performance than students with social-emotional challenges (Gresham et al., 2020; Kostelnik et al. 2015).…
Descriptors: Elementary School Students, Grade 3, Social Emotional Learning, Educational Games
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Normand, Matthew P.; Burji, Carla – Journal of Applied Behavior Analysis, 2020
The Step it UP! Game is an interdependent group reinforcement contingency based on the Good Behavior Game. We evaluated the effects of the Step it UP! Game on the number of steps taken by 3rd-grade students during physical-education (PE) classes at a local public elementary school. We divided the class into 2 teams and awarded a "Step it UP!…
Descriptors: Physical Education, Games, Game Based Learning, Physical Activity Level
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Ting-Chia Hsu; Ching Chang; Yi-Sian Liang – IEEE Transactions on Learning Technologies, 2024
The study explored the effects of an interdisciplinary learning approach on developing students' English learning (EL) and computational thinking (CT) through two different game-based learning approaches. A quasi-experiment was conducted to evaluate the effectiveness of this approach in terms of enhancing students' CT knowledge and their EL…
Descriptors: Game Based Learning, Elementary School Students, Comparative Analysis, English (Second Language)
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Hsu, Ting-Chia; Liang, Yi-Sian – Journal of Educational Computing Research, 2021
This study proposed plugged and unplugged approaches for young students to simultaneously improve their interdisciplinary learning performance in English and Computational Thinking (CT). The plugged approach involved adopting educational robots to enhance CT and to provide English vocabulary and sentence practice via a board game. The unplugged…
Descriptors: Computation, Thinking Skills, Second Language Learning, Electronic Learning
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Hazar, Esin – Online Submission, 2020
It has been an educational policy for the Turkish educational authorities to teach English as a foreign language from early ages of children. This research attempts to determine the role of digital games on enhancing English vocabulary and to compare games with pen and paper practices. For this purpose, digital games on EBA (Education Informatics…
Descriptors: Video Games, Vocabulary Development, English (Second Language), Second Language Learning
Meetal Shah; Mary Styers – Online Submission, 2022
Explore Learning contracted with LearnPlatform, a third-party edtech research company, to examine the relationship between student usage of Frax and math learning outcomes. Frax is a game-based, adaptive technology designed using the latest research on effective fractions instruction to support all learners in meeting early standards for fractions…
Descriptors: Elementary Secondary Education, Federal Legislation, Educational Legislation, Elementary School Mathematics
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Barwasser, Anne; Hertel, Sophia; Grünke, Matthias – Learning Disabilities: A Contemporary Journal, 2021
The ability to read adequately is one of the most important skills for students to achieve during their school career. Unfortunately, a large number of children do not have adequate reading skills and thus may face problems in many respects throughout their lives. Children with learning disabilities (LD) and behavioral problems are particularly…
Descriptors: Foreign Countries, Student Behavior, Behavior Problems, Learning Disabilities
Elnaz Sarabchian – ProQuest LLC, 2021
Quasi-experimental research was conducted to examine the effect of game-based student response systems (GBSRS) on student achievement and self-efficacy in languages other than English (LOTE). The research employed a pretest-posttest, non-equivalent control group design in which 170 third and fourth-grade students participated in a 12-session…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
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Chang, Wan-Chen; Liao, Chang-Yen; Chan, Tak-Wai – Computer Assisted Language Learning, 2021
This study describes the use of a game-based writing environment (GWE) to increase textual cohesion in students' writing and improve their writing attitude. The participants were 113 third-grade students in Taiwan; the study was conducted over two semesters. A GWE was used for the experimental group (n = 56), and a conventional writing environment…
Descriptors: Children, Elementary School Students, Grade 3, Connected Discourse
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Akçelik, Derya; Eyüp, Bircan – Education Quarterly Reviews, 2021
The purpose of the research is two-fold: firstly, to determine the effect of vocabulary teaching with intelligence games on the vocabulary knowledge of refugee students studying in primary school and learning Turkish as a second language, and secondly to investigate the opinions of the students about vocabulary teaching with intelligence games.…
Descriptors: Educational Games, Game Based Learning, Vocabulary Development, Knowledge Level
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