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Showing all 14 results Save | Export
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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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Sarah Gerard; Emily Relkin; Claire Christensen; Naomi Hupert; Erika Gaylor – Society for Research on Educational Effectiveness, 2024
Background: Computational thinking (CT) is a way of thinking that helps children solve problems and complete tasks in more organized ways, using computer science skills. Prior research indicates that promoting CT skills in young children can support the acquisition of general problem solving (PS), executive function (EF), and social emotional…
Descriptors: Computation, Thinking Skills, Video Games, Computer Games
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Hyo-Jeong So; Matthew Gaydos – Pedagogies: An International Journal, 2024
As digital games become more integrated into education, striking a balance between technology and pedagogy is essential. This study investigates digital games as contexts for problem-based learning (PBL) to actively involve students in problem-solving in a Korean middle school. This study examined two cases (Social Studies and Science) where…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Problem Based Learning
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Çakir, Nur Akkus; Çakir, Murat Perit; Lee, Frank J. – Educational Technology Research and Development, 2021
This paper presents a game-design workshop built around a digital art installation featuring video games displayed over a real-world skyscraper to stimulate students' interest in computer science and a study testing its short-term effects on improving middle school students' computational thinking (CT) skills and attitudes towards computing.…
Descriptors: Thinking Skills, Problem Solving, Computation, Video Games
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Azhar, Sheikh Ahmad Firdaus Jamil; Jalil, Habibah Ab – Asian Journal of University Education, 2022
In the 21st century, mobile games have become a growing interest among children, including primary school students. This can be a great opportunity for instructors to utilize mobile games approaches and students' interest in games for education teaching and learning purposes, specifically in the primary classroom environment. However, there is no…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
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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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Kaya, Erdogan; Newley, Anna; Yesilyurt, Ezgi; Deniz, Hasan – Journal of College Science Teaching, 2020
With the release of the Next Generation Science Standards (NGSS), assessing K-12 science teachers' self-efficacy in Computational Thinking (CT) is an important research gap to study. Bandura defines self-efficacy as awareness of the individual's potential and capabilities to accomplish a goal. Teaching efficacy beliefs is a significant identifier…
Descriptors: Thinking Skills, Computation, Self Efficacy, Preservice Teachers
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Mavridis, Apostolos; Katmada, Aikaterini; Tsiatsos, Thrasyvoulos – Educational Technology Research and Development, 2017
This study examined the effects of using an online flexible educational game on students' attitude towards mathematics as compared to the traditional method of solving mathematical problems. Moreover, the study assessed the learning effectiveness of the game and investigated potential gender differences in the game's effectiveness on changing…
Descriptors: Educational Games, Educational Technology, Student Attitudes, Mathematics Instruction
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Karsenti, Thierry; Bugmann, Julien – International Association for Development of the Information Society, 2017
The goal of this study was to explore the educational potential of Minecraft. This project was conducted with 118 elementary-school students from Canada during the 2016-2017 school year. To explore the educational potential of Minecraft on the students, we designed a "Minecraft challenge" for students. 10 game levels of ascending…
Descriptors: Educational Technology, Technology Uses in Education, Elementary School Students, Foreign Countries
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Novak, Elena; Tassell, Janet Lynne – British Journal of Educational Technology, 2015
This dataset includes a series of 30 education-related majors' performance measures before and after they completed a 10-hour video game practice in a computer lab. The goal of the experimental study was to examine the effects of action video gaming on students' mathematics performance and mathematics anxiety as mediated by the effect of attention…
Descriptors: Video Games, Drills (Practice), Educational Games, Teaching Methods
Pasnik, S.; Moorthy, S.; Llorente, C.; Hupert, N.; Dominguez, X.; Silander, M. – Education Development Center, Inc., 2015
The study presented here addresses the question of how time spent viewing and playing with PBS KIDS educational, non-commercial media at home, in family settings, can foster positive outcomes for children and parents/caregivers. The study focused on PEG+CAT, a first-generation transmedia program designed to promote children's mathematics and…
Descriptors: Family Environment, Mathematics Skills, Access to Education, Public Television
Pasnik, Shelley; Moorthy, Savitha; Hupert, Naomi; Llorente, Carlin; Silander, Megan; Dominguez, Ximena – Education Development Center, Inc., 2015
The study presented here addresses the question of how time spent viewing and playing with PBS KIDS educational, non-commercial media at home, in family settings, can foster positive outcomes for children and parents/caregivers. The study focused on PEG+CAT, a first-generation transmedia program designed to promote children's mathematics and…
Descriptors: Family Environment, Mathematics Skills, Access to Education, Public Television
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Hickey, Daniel T.; Ingram-Goble, Adam A.; Jameson, Ellen M. – Journal of Science Education and Technology, 2009
This study used innovative assessment practices to obtain and document broad learning outcomes for a 15-hour game-based curriculum in Quest Atlantis, a multi-user virtual environment that supports school-based participation in socio scientific inquiry in ecological sciences. Design-based methods were used to refine and align the enactment of…
Descriptors: Feedback (Response), Test Items, Student Evaluation, Achievement Tests
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Lynch, Collin F., Ed.; Merceron, Agathe, Ed.; Desmarais, Michel, Ed.; Nkambou, Roger, Ed. – International Educational Data Mining Society, 2019
The 12th iteration of the International Conference on Educational Data Mining (EDM 2019) is organized under the auspices of the International Educational Data Mining Society in Montreal, Canada. The theme of this year's conference is EDM in Open-Ended Domains. As EDM has matured it has increasingly been applied to open-ended and ill-defined tasks…
Descriptors: Data Collection, Data Analysis, Information Retrieval, Content Analysis