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Ka-Yan Fung; Lik-Hang Lee; Pan Hui; Shenghui Song – IEEE Transactions on Learning Technologies, 2024
The COVID-19 pandemic has suspended physical classes and influenced students from underprivileged groups more seriously due to their poor living conditions and digital disadvantages. To understand the impact of the constrained learning, we conducted a study on game-based learning to examine the effectiveness of computer-aided and autonomous…
Descriptors: COVID-19, Pandemics, School Closing, Disadvantaged Youth
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Grant M. Mwinsa; Murunwa Dagada – South African Journal of Childhood Education, 2024
Background: The most effective indigenous games well known to pre-schoolers must be used in schools, given the significance of literacy and numeracy abilities in children's future educational prospects and successes. Aim: The goal of this article was to determine the efficacy of indigenous games in promoting literacy and numeracy skills among…
Descriptors: Foreign Countries, Game Based Learning, Indigenous Knowledge, Literacy Education
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Guo, Xin; Cheung, Alan C. K.; Abrami, Philip C.; Wade, Anne – Educational Technology Research and Development, 2023
This study investigated the effectiveness of ABRACADABRA (ABRA), a web-based literacy program, developed by the Center for the Study of Learning and Performance at Concordia University, in facilitating the literacy attainment of third-grade primary school students in an area of rural China. Researchers shared the experiences of localizing ABRA to…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Rural Schools
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Haya Shamir; David Pocklington; Kathryn Feehan; Erik Yoder – Online Submission, 2019
Game-based learning (GBL) is becoming a more widespread style of education; however, there is a lack of research on the benefits of GBL on students' early literacy skills. This study explores the effectiveness of a computer adaptive GBL curriculum, Waterford Early Learning (WEL) during the 2016-2017 school year. Kindergarten, first grade, and…
Descriptors: Game Based Learning, Program Effectiveness, Computer Assisted Instruction, Emergent Literacy
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Turner, Jasmine S.; Taha, Karine; Ibrahim, Nisreen; Neijenhuijs, Koen I.; Hallak, Eyad; Radford, Kate; Stubbé-Alberts, Hester; de Hoop, Thomas; Jordans, Mark J. D.; Brown, Felicity L. – Journal on Education in Emergencies, 2022
Evaluations of education technology (ed tech) interventions in humanitarian settings are scarce. We present a proof-of-concept study of Can't Wait to Learn, a digital game-based learning program that combines an experiential, active learning design with meaningful, competency-appropriate, and contextually relevant content. We assessed the…
Descriptors: Out of School Youth, Game Based Learning, Symptoms (Individual Disorders), Mental Health