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Showing 181 to 195 of 244 results Save | Export
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Johann, Verena E.; Karbach, Julia – Developmental Science, 2020
Several studies indicate that executive functions (EF), such as working memory (WM), inhibition or flexibility can be improved by training and that these training-related benefits in WM capacity generalize to reading and mathematical abilities. However, the results of these studies are inconsistent and most of them focused on WM training in…
Descriptors: Game Based Learning, Cognitive Ability, Academic Ability, Elementary School Students
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Parong, Jocelyn; Wells, Ashleigh; Mayer, Richard E. – Journal of Educational Psychology, 2020
Executive function is the set of cognitive skills needed for goal directed behavior and is a strong predictor of academic success (Best, 2014). The present study examines the effectiveness of a custom video game designed to train the executive function skill of shifting--being able to efficiently shift attention from 1 task to another. In…
Descriptors: Replication (Evaluation), Game Based Learning, Video Games, Executive Function
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Açikgül, Kübra; Aslaner, Recep – Education and Information Technologies, 2020
The aim of this study is to investigate the effects of GeoGebra Supported Micro Teaching Applications and TPACK Game Practices on the TPACK efficacy and self-efficacy perception levels of the prospective math teachers on polygons. The study was carried out using 2 × 2 factorial design. The study group comprised 88 prospective math teachers. The…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Technological Literacy
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Baydar, Askin – International Education Studies, 2021
The aim of this study is to determine pre-service primary teachers' opinions regarding the implementation of teams-games-tournaments (TGT). For this purpose, the action research method, which is one of the qualitative research methods, was employed. The study group in the research consisted of 30 students who attended Artvin Çoruh University…
Descriptors: Foreign Countries, Preservice Teachers, Elementary School Teachers, Student Attitudes
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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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Jalaluddin, Ilyana; Darmi, Ramiza; Ismail, Lilliati – Asian Journal of University Education, 2021
This repeated measure experiment study aimed to explore LINUS students or Low Achiever (LA) students' improvement in learning English language vocabularies using Mobile Augmented Visual Reality (MAVR). It specifically tried to analyse the effect of MAVR on the English vocabulary development of 45 primary school students from the LINUS programme in…
Descriptors: Computer Simulation, Telecommunications, Handheld Devices, Elementary School Students
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Lange, Alissa A.; Brenneman, Kimberly; Sareh, Narges – Early Education and Development, 2021
Research Findings: This study evaluated the effects of an early mathematics intervention designed to engage preschool children, their teachers, and their families in an interactive mathematics game. Previous research shows that playing this specific type of linear board game results in increased numerical skills and understanding in young children…
Descriptors: Early Intervention, Preschool Children, Game Based Learning, Teaching Methods
Galal El-Din Abdel-Rahman, Esraa Ashraf; Abdel-Haq, Eman Mohammad; Aly, Mahsoub Abdel-Sadeq; Mahmoud Diah, Abeer Ali – Online Submission, 2021
The present study aimed at investigating the effect of Quizizz and Kahoot! applications on developing EFL vocabulary learning among freshmen students at Faculty of Education. The participants of the study consisted of 30 freshmen students enrolled in the English section at Faculty of Education, Benha University, Egypt. The study followed the…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, College Freshmen
Hee Jin Bang; Amanda Siebert-Evenstone – Age of Learning, Inc., 2023
This study evaluated the implementation and effectiveness of My Math Academy and My Reading Academy, two digital learning programs, in supporting early math and literacy skill development during the 2021-2022 school year in Tyler Independent School District, Texas. In a district where 85% of students were eligible for free and reduced-price meals,…
Descriptors: Social Services, Federal Programs, Low Income Students, Preschool Education
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Medeiros, Pâmella; Felden, Érico Pereira Gomes; Zequinão, Marcela Almeida; Cordeiro, Paola Cidade; Dias de Freitas, Kamyla Thais; Libardoni dos Santos, João Otacilio; Cardoso, Fernando Luiz – International Journal of Game-Based Learning, 2020
The objective this article is to verify the effects of an intervention program with exergames on the motor performance of children aged 8 to 10 years. The study included 64 children divided into experimental group and physical education group. The motor intervention used in this study was an exergame program with 18 sessions lasting 45 minutes…
Descriptors: Exercise, Game Based Learning, Video Games, Program Effectiveness
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Tallon, J. M.; Saavedra Dias, R.; Costa, A. M.; Leitão, J. C.; Barros, A.; Rodrigues, V.; Monteiro, M. J.; Almeida, A.; Narciso, J.; Silva, A. J. – Scandinavian Journal of Educational Research, 2021
This study aimed to summarize the evidence of the impact of school-based nutrition education programs that incorporate technology on the acquisition of nutrition-related knowledge and behavior change of adolescents. Literature searches were conducted using Cochrane Library, Pubmed, Scopus, Science Direct, and Web of Science databases. Studies…
Descriptors: Influence of Technology, Technology Integration, Electronic Learning, Video Technology
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López-Serrano, Sebastián; Ruiz-Ariza, Alberto; De La Torre-Cruz, Manuel; Martínez-López, Emilio J. – South African Journal of Education, 2021
Recent studies and reviews have shown the positive effects of exergames (EXs) on physical activity (PA) and fitness in children and adolescents. Nevertheless, their effects on cognition have been scarcely explored, and no previous review has focussed on this relationship. The purpose of the research reported on here was to analyse the acute and…
Descriptors: Children, Adolescents, Game Based Learning, Video Games
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Berman, Jacquelin; Pardasani, Manoj; Powell, Mebane – Educational Gerontology, 2020
Age-Tastic! is a health and wellness intervention designed for older adults. Incorporating game theory and behavioral activation concepts, this intervention is a board game that engages older adults in an interactive and immersive experience over 8 weeks. This paper reports on a pilot study that evaluated the impact of this intervention on health…
Descriptors: Program Effectiveness, Depression (Psychology), Older Adults, Intervention
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Çetin, Ekmel; Solmaz, Ebru – Malaysian Online Journal of Educational Technology, 2020
Gagne's theory posits that learning is achieved through interaction of various internal and external factors. If so, the use of supportive technology to provide these factors' interaction may increase expected performance, especially in theoretical courses, and place learning at a higher level. As supportive technology, gamification-based computer…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Preservice Teachers
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Marín, B.; Frez, J.; Cruz-Lemus, J.; Genero, M. – ACM Transactions on Computing Education, 2019
Context: Programming courses are compulsory for most engineering degrees, but students' performance on these courses is often not as good as expected. Programming is difficult for students to learn, given that it includes a lot of new, complex, and abstract topics. All of this has led experts to the conclusion that new teaching techniques are…
Descriptors: Programming, Game Based Learning, Engineering Education, College Freshmen
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