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Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
Hasan Güler; Yunis Sahinkayasi; Hamide Sahinkayasi – African Educational Research Journal, 2023
This study aims to clearly describe how to design and develop a digital game with a concrete example for preschoolers to acquire Self-Care Skills (SCS). The study is in the model of design-based developmental research and includes such participants as subject-matter experts, practitioner teachers, and preschoolers in the development steps. RETRO…
Descriptors: Foreign Countries, Video Games, Preschool Children, Daily Living Skills
Özlem Altindag Kumas; Senay Delimehmet Dada; Halime Miray Sümer Dodur – Journal of Computer Assisted Learning, 2025
Background: Phonological awareness is the ability to identify and manipulate the sounds of language. This is a crucial skill for reading and spelling development. However, students with intellectual disabilities (ID) often have difficulties in acquiring phonological awareness skills. Objectives: This study aimed to assess the impact of a digital…
Descriptors: Phonological Awareness, Students with Disabilities, Game Based Learning, Video Games
Bircan, Mehmet Akif – International Journal of Curriculum and Instruction, 2022
The aim of this study is to determine the level of compliance of the educational digital game designs developed by the form teachers for teaching mathematics with the determined criteria and to analyze the opinions of the classroom teachers on the educational digital game design process. Case study, one of the qualitative research designs, was…
Descriptors: Educational Games, Video Games, Design, Mathematics Teachers
Moron, Victória Branca; Barbosa, Débora Nice Ferrari; Sanfelice, Gustavo Roese; Barbosa, Jorge Luis Victória; Leithardt, Daiana R. F.; Leithardt, Valderi Reis Quietinho – Education Sciences, 2022
Studies show that executive functions and motor development are associated with each other and with learning ability. A more technological lifestyle combined with digital culture should be considered a viable alternative to stimulate children's development. Therefore, this study aimed to present a systematic mapping of the literature involving…
Descriptors: Executive Function, Motor Development, Correlation, Video Games
Birinci, Yakup Zühtü; Korkmaz, Nimet Hasil; Deniz, Murat; Pancar, Serkan; Çetinoglu, Gökhan; Topçu, Hüseyin – Journal of Educational Issues, 2021
Growing studies show that exergames (EG) which can combine physical activity (PA) and games is an effective educational tool in physical education (PE). The purpose of this research was to evaluate the effect of dance-based EG on the attitude of 8th grade female students towards PE. The research group consists of 15 female students who are…
Descriptors: Exercise, Physical Activities, Physical Education, Teaching Methods
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
Hazar, Zekihan; Hazar, Muhsin – Journal of Education and Training Studies, 2018
In this study, it was investigated that effect of games including physical activity on digital game addiction of 11-14 age group middle-school students. Along with the determination of digital game addiction, conducting applied experimental study is important regarding showing results of application with theoretical knowledge towards solving…
Descriptors: Middle School Students, Physical Activities, Physical Activity Level, Video Games
Cattik, Melih; Odluyurt, Serhat – Turkish Online Journal of Educational Technology - TOJET, 2017
The objective of this study was to teach digital gaming skills to children with autism spectrum disorder (ASD) using a SMART board with a graduated guidance teaching method in a small-group instructional format, to determine the participants' levels of learning by observation, and to determine the views of their families on the conducted…
Descriptors: Video Games, Autism, Pervasive Developmental Disorders, Teaching Methods
Özen, Arzu – Educational Sciences: Theory and Practice, 2015
In this study, the effectiveness of a sibling training package offered for teaching social interaction skills that are used by typically developing children while playing iPad game activities with their siblings who have autism spectrum disorders (ASD) is investigated. Three children with ASD and their typically developing siblings participated in…
Descriptors: Siblings, Autism, Pervasive Developmental Disorders, Program Effectiveness