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Showing 1 to 15 of 30 results Save | Export
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Peter H. F. Ng; Peter Q. Chen; Astin C. H. Wu; Ken S. K. Tai; Chen Li – IEEE Transactions on Learning Technologies, 2024
This study examines a practical teaching and learning cycle tailored to integrate cutting-edge technologies (artificial intelligence (AI) and machine learning (ML) game development) and social entrepreneurship within a "STEM with meaning" approach. This cycle, rooted in service learning and the 5E constructivist teaching model (engage,…
Descriptors: Artificial Intelligence, STEM Education, Educational Games, Service Learning
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Üredi, Pelin; Doganay, Ahmet – Journal of Theoretical Educational Science, 2023
The purpose of this study is to investigate how to improve middle school 6th-grade students' skill of associating mathematics with real life through Realistic Mathematics Education, which was reinforced with educational games, to determine the problems possible to be encountered in practice and how to solve these problems in details. This study,…
Descriptors: Mathematics Education, Relevance (Education), Middle School Students, Grade 6
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Pan, Yanjun; Ke, Fengfeng – Educational Technology Research and Development, 2023
Adopting a pretest-posttest experimental design with repeated measures, this study examined the effects of three types of game-based learning supports in the form of modeling on knowledge development that contributed to successful math problem solving and students' perceived game flow. Forty-one sixth-grade students participated in the study and…
Descriptors: Game Based Learning, Educational Games, Grade 6, Mathematics Instruction
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Gulnoza Yakubova; Briella Baer Chen; Stuti Gupta; Monerah N. Al-Dubayan – Education and Training in Autism and Developmental Disabilities, 2024
The purpose of this study was to examine the effects of an online, multi-component intervention (video modeling, online mathematical games, self-monitoring checklists, and least to most prompting) in teaching mathematics skills to autistic secondary school students using a multiple probe design across skills. This study is unique from previous…
Descriptors: Mathematics Instruction, Secondary School Students, Autism Spectrum Disorders, Students with Disabilities
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Aqlan, Faisal; Zhao, Richard – IEEE Transactions on Education, 2022
Contribution: This article discusses the use of manufacturing simulation games to study collaborative problem-solving skills in engineering students. The simulation represents the mass production paradigm in which large quantities of identical products are produced. Empirical data is collected from the simulation to evaluate the skills engineering…
Descriptors: Manufacturing, Computer Simulation, Teaching Methods, Problem Solving
Amelia Auchstetter; Eben Witherspoon; Oluchi Ozuzu; Jonathan Margolin; Lawrence B. Friedman – American Institutes for Research, 2023
The purpose of this study was to evaluate the implementation and impact of the Pack program. The Pack was developed by the New York Hall of Science (NYSCI) and includes a digital game and set of curricular and professional development resources that aim to support computational thinking teaching and learning in middle school science and computer…
Descriptors: Computation, Thinking Skills, Educational Games, Program Implementation
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Amanda Bezzina; Stephen Camilleri – Pastoral Care in Education, 2024
Research talks about the importance of the family in the development of social and emotional competencies of children. In this paper, we wanted to explore whether the Friendship cards (FC) (a theoretically derived preventive educational game) helped to improve the relationship between the participants and their children and whether it helped in…
Descriptors: Social Emotional Learning, Family Role, Parent Attitudes, Visual Aids
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Hava, Kevser; Guyer, Tolga; Cakir, Hasan – Educational Technology Research and Development, 2020
The purpose of this research is to investigate students' learning experiences in a systematic game development process. The study was conducted at a science and arts center, where gifted students can enroll in after-school activities. Fifteen students and one instructor participated in a 12-week problem-solving implementation. During the last five…
Descriptors: Academically Gifted, Teaching Methods, After School Programs, Problem Solving
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Uz-Bilgin, Cigdem; Thompson, Meredith; Anteneh, Melat – Journal of Science Education and Technology, 2020
This study examines how different roles and background knowledge transform players' dyadic conversations into spatial dialogues in a virtual cellular biology game. Cellverse is a collaborative virtual reality (VR) game designed to teach cell biology. Players work in pairs, assuming the role of either a Navigator, with reference material and a…
Descriptors: Cytology, Biology, Educational Technology, Technology Uses in Education
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Su, Jun-Ming; Yang, Yi-Ching; Weng, Tzu-Nin; Li, Meng-Jhen; Wang, Chi-Jane – Comunicar: Media Education Research Journal, 2021
The number of new COVID-19 cases continues to rise rapidly in many countries despite vaccination. The best way to counter the spread of COVID-19 is self-protection. This study documents the development of a web-based serious game (WSG-COVID-19.SP) to promote effective learning strategies for self-protection against COVID-19 and to test the game's…
Descriptors: COVID-19, Pandemics, Educational Games, Health Behavior
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Yoleri, Sibel; Uyumaz, Gizem – Journal of Educational Technology and Online Learning, 2021
In this research, it is aimed to evaluate the effectiveness of digital game design and escape room training given to teachers working with gifted students in Science and Art Centers within the scope of 4005 Science and Society Innovative Education Practices Program supported by The Scientific and Technological Research Council of Turkey (TÜBITAK)…
Descriptors: Program Effectiveness, Educational Games, Video Games, Design
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Karakasis, Christodoulos; Xinogalos, Stelios – Informatics in Education, 2020
At 21st century Computational Thinking (CT) is considered a fundamental skill that anyone should possess and develop from a young age. Serious games and more specifically educational games (EGs) are a promising means of introducing algorithmic thinking and programming concepts and engaging students through the process of learning. In this article,…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Computation
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Sawyer, Robert; Rowe, Jonathan; Azevedo, Roger; Lester, James – International Educational Data Mining Society, 2018
Student interactions with game-based learning environments produce a wide range of in-game problem-solving sequences. These sequences can be viewed as trajectories through a game's problem-solving space. In this paper, we present a general framework for analyzing students' problem-solving behavior in game-based learning environments by filtering…
Descriptors: Educational Games, Teaching Methods, Educational Technology, Technology Uses in Education
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Chou, Pao-Nan; Chang, Chi-Cheng; Hsieh, Shih-Wan – Technology, Pedagogy and Education, 2020
The purpose of the current study was to investigate students' overall learning process during the implementation of educational escape-the-room games (EERGs) in classrooms. This study adopted a two-stage case-study methodology, namely single-case and multi-case designs. In the first stage, a well-designed EERG for a Chinese language class was…
Descriptors: Teaching Methods, Educational Games, Educational Technology, Technology Uses in Education
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Thongmak, Mathupayas – Education for Information, 2019
Higher education enrollment has declined recently. New recruiting strategies and student-centered learning environments with challenge, enthusiasm, and joy are required to boost enrollment and engagement. Thus, the student-centered teaching approach, which one of the approaches under implementation and observation, are increasingly needed.…
Descriptors: Student Centered Learning, Educational Games, Educational Technology, Technology Uses in Education
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