NotesFAQContact Us
Collection
Advanced
Search Tips
Publication Date
In 20250
Since 20241
Since 2021 (last 5 years)15
Audience
Laws, Policies, & Programs
Assessments and Surveys
Test of Nonverbal Intelligence1
What Works Clearinghouse Rating
Showing all 15 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Faezeh Shabanali Fami; Ali Akbar Arjmandnia; Hadi Moradi; Sharmin Esmaeili Anvar – Education and Information Technologies, 2024
Prior studies have shown the efficacy of computer-based cognitive training programs in improving cognitive and academic functions in children diagnosed with a specific learning disorder (SLD). However, these studies often focused on center-based approaches without considering the involvement of parents or the inclusion of home-based tasks in…
Descriptors: Learning Disabilities, Cognitive Ability, Academic Ability, Intervention
Peer reviewed Peer reviewed
Direct linkDirect link
Litster, Kristy; Lommatsch, Christina W.; Novak, Joshua R.; Moyer-Packenham, Patricia S.; Harmon, M. Jill; Roxburgh, Allison L.; Bullock, Emma P. – International Journal of Science and Mathematics Education, 2021
This study explored associations among children's prior attitudes, prior mathematics knowledge, and frequency of digital game use, with children's perceptions of game affordances, and transfer to out-of-game performance when interacting with digital math games, with respect to gender. Participants were 187 children (ages 8-12). An SEM mediation…
Descriptors: Gender Differences, Pretests Posttests, Computer Games, Student Attitudes
Peer reviewed Peer reviewed
Direct linkDirect link
Silvervarg, Annika; Wolf, Rachel; Blair, Kristen Pilner; Haake, Magnus; Gulz, Agneta – Journal of Research on Technology in Education, 2021
Does a teachable agent influence the uptake or neglect of 'critical constructive feedback' and learning within a digital environment? 285 middle-school students engaged with a history learning game in a 2x2 study design. One dimension was inclusion of a teachable agent. Orthogonal was whether critical constructive feedback was presented…
Descriptors: Teaching Methods, Feedback (Response), Middle School Students, History Instruction
Jenny Yun-Chen Chan; Erin R. Ottmar; Ji-Eun Lee – Grantee Submission, 2022
We examined the influences of pre-solving pause time, algebraic knowledge, mathematics self-efficacy, and mathematics anxiety on middle-schoolers' strategy efficiency in an algebra learning game. We measured strategy efficiency using (a) the number of steps taken to complete a problem; (b) the proportion of problems completed on the initial…
Descriptors: Problem Solving, Algebra, Self Efficacy, Mathematics Anxiety
Peer reviewed Peer reviewed
Direct linkDirect link
Ilten-Gee, Robyn; Hilliard, Lacey J. – Journal of Moral Education, 2021
This mixed-methods study is an exploration of fifth and sixth grade students' interactions with an online game called "Quandary," a comic-book-esque game aimed at stimulating ethical decision-making. Building on the domain-based moral education framework, researchers designed and implemented a short-term intervention in three classrooms…
Descriptors: Moral Values, Moral Development, Thinking Skills, Values Education
Chan, Jenny Yun-Chen; Lee, Ji-Eun; Mason, Craig A.; Sawrey, Katharine; Ottmar, Erin – Grantee Submission, 2021
Understanding equivalence is fundamental to STEM disciplines, yet misunderstandings and misconceptions inhibit students from fully appreciating or leveraging the concept. Using the game-based algebraic notation system, From Here to There! (FH2T), students explore ideas of equivalence by dynamically transforming expressions or equations among…
Descriptors: Middle School Students, Mathematics Instruction, Prior Learning, Teaching Methods
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Alhebshi, Amal Abdullah; Gamlo, Nada – Arab World English Journal, 2022
Mastering vocabulary can be a challenge as a great deal of information is delivered in intensive English courses. This study investigates the effects of mobile games on EFL students' vocabulary acquisition via the "Quizizz" application. A total of 56 female foundation year students from a Saudi Arabian university participated in this…
Descriptors: Computer Games, Computer Assisted Instruction, Intensive Language Courses, Second Language Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Serra, Judit; Gilabert, Roger – British Journal of Educational Technology, 2021
Recent years have seen a surge of calls for personalization of education. Automatised adaptivity in serious games has been advocated as a potential instantiation of such calls. Yet little is known about the extent to which personalised learning through automatised adaptivity poses an advantage for language learning over generalised teacher-led…
Descriptors: Educational Games, Computer Games, Second Language Instruction, English (Second Language)
Peer reviewed Peer reviewed
Direct linkDirect link
Cheng, Ching-Hsue; Chen, Chung-Hsi – Computer Assisted Language Learning, 2022
Many scholars have highlighted the importance of motivation and anxiety in language learning. They have also indicated the advantages of integrating learning content into a mobile-assisted English learning system environment. Meanwhile, a few studies have explored the impacts of a mobile-assisted English learning system on the motivation and…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Student Attitudes
Peer reviewed Peer reviewed
Direct linkDirect link
Önal, Nezih; Çevik, Kerim Kürsat; Senol, Veysel – Interactive Learning Environments, 2022
The aim of this study is to demonstrate effectiveness of mobile game called SOS Table in the context of the subject "Tenses in English" within the framework of mobile learning tools acceptance, learning language motivation and mobile learning attitude of the students. The target group of the research consists of preparatory class…
Descriptors: Telecommunications, Handheld Devices, Computer Games, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Gutica, Mirela; Petrina, Stephen – International Journal of Game-Based Learning, 2021
Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an…
Descriptors: Educational Games, Mathematics Instruction, Student Attitudes, Grade 6
Peer reviewed Peer reviewed
Direct linkDirect link
Bajwa, Neet Priya; Perry, Michelle – Mathematical Thinking and Learning: An International Journal, 2021
Elementary school students struggle in interpreting the equal sign as a symbol denoting equivalence. Although many have advocated using a pan-balance scale to help students develop this understanding, less is known about what features associated with this model support learning. To attempt to control and examine these features, the investigators…
Descriptors: Mathematics Skills, Mathematics Instruction, Elementary School Students, Concept Formation
Peer reviewed Peer reviewed
Direct linkDirect link
Zhao, Dan; Muntean, Cristina Hava; Chis, Adriana E.; Muntean, Gabriel-Miro – IEEE Transactions on Education, 2021
Contribution: This research study deploys three serious games with various topics in an entry-level C Programming module and investigates students' learning outcomes. The study also explores whether learners belonging to different subgroups benefit more from the use of serious games than their peers. The subgroups are formed based on learner…
Descriptors: Programming, Programming Languages, Teaching Methods, Computer Games
Peer reviewed Peer reviewed
Direct linkDirect link
Chen, Yuchun; Lin, Wen-Jing – Child Language Teaching and Therapy, 2022
Background: Children with developmental language disorder (DLD) demonstrate deficits in vocabulary development and novel word learning processes, which have been proposed to stem from their speech perception deficits. Aims: This study had two aims. The first was to evaluate the efficacy of an intervention incorporating a computer-based phonetic…
Descriptors: Intervention, Phonetics, Vocabulary Development, Language Impairments
Peer reviewed Peer reviewed
Direct linkDirect link
Huang, Biyun; Hew, Khe Foon – Educational Technology & Society, 2021
A design-based study was conducted in iterative cycles to test the effectiveness of the updated goal-access-feedback-challenge-collaboration (updated-GAFCC) gamification design model. The test-bed was a 10-week undergraduate introductory information management course. Students from three consecutive school years participated in the study, with the…
Descriptors: Computer Games, Feedback (Response), Comparative Analysis, Undergraduate Students