Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 5 |
Descriptor
Computer Games | 5 |
Grade 7 | 5 |
Problem Solving | 5 |
Educational Games | 4 |
Educational Technology | 4 |
Foreign Countries | 4 |
Teaching Methods | 4 |
Reflection | 3 |
Technology Uses in Education | 3 |
Case Studies | 2 |
Comparative Analysis | 2 |
More ▼ |
Source
Contemporary Issues in… | 1 |
Educational Technology &… | 1 |
International Association for… | 1 |
Journal for Research in… | 1 |
Online Submission | 1 |
Author
Akcaoglu, Mete | 1 |
Chen, Ching-Huei | 1 |
Elcicek, Mithat | 1 |
Halloun, Angela | 1 |
Ifenthaler, Dirk, Ed. | 1 |
Isaias, Pedro, Ed. | 1 |
Kahyaoglu, Mustafa | 1 |
Kale, Ugur | 1 |
Kapon, Shulamit | 1 |
Lin, Yu-Hsuan | 1 |
Sampson, Demetrios G., Ed. | 1 |
More ▼ |
Publication Type
Journal Articles | 4 |
Reports - Research | 4 |
Collected Works - Proceedings | 1 |
Education Level
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Kapon, Shulamit; Halloun, Angela; Tabach, Michal – Journal for Research in Mathematics Education, 2019
We compared students' learning gains in authentic seventh-grade classrooms (N = 144) in 4 different interventions that incorporated a computer game that aims to teach players to solve linear equations. Significantly higher learning gains were measured in the implementations that were specifically designed to mediate the attribution of algebraic…
Descriptors: Algebra, Mathematics Instruction, Educational Technology, Technology Uses in Education
Kahyaoglu, Mustafa; Elcicek, Mithat – Online Submission, 2016
The aim of this study is to reveal the relationship between the secondary school students' attitudes towards the educational computer games, and their reflective thinking skills. As the model of the research, it's utilized from the correlational research model. The target population of the study consists of secondary school students that receive…
Descriptors: Correlation, Secondary School Students, Student Attitudes, Educational Technology
Chen, Ching-Huei; Wang, Kuan-Chieh; Lin, Yu-Hsuan – Educational Technology & Society, 2015
In this study, we investigated and compared solitary and collaborative modes of game-based learning in promoting students' science learning and motivation. A total of fifty seventh grade students participated in this study. The results showed that students who played in a solitary or collaborative mode demonstrated improvement in learning…
Descriptors: Grade 7, Middle School Students, Learning Motivation, Cooperative Learning
Akcaoglu, Mete; Kale, Ugur – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2016
Engagement in game design tasks can help preservice teachers develop pedagogical and technical skills for teaching and promoting critical thinking and problem-solving skills. Through the design process, preservice teachers not only exercise critical-thinking and problem-solving skills, but also learn about an instructional method to support their…
Descriptors: Games, Educational Games, Computer Games, Preservice Teachers
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2013
These proceedings contain the papers of the IADIS International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2013), October 22-24, 2013, which has been organized by the International Association for Development of the Information Society (IADIS), co-organized by The University of North Texas (UNT), sponsored by the…
Descriptors: Conference Papers, Cognitive Processes, Learning Processes, Short Term Memory