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Mustafa Metin; Neslihan Durmus – International Journal of Technology in Education and Science, 2024
The main purpose of the research is to determine teachers' views on the use of digital games in science education. In accordance with this purpose, the research was carried out with the phenomenology method which one of the qualitative research methods, was conducted with eight volunteer science teachers working in different public schools within…
Descriptors: Teacher Attitudes, Computer Games, Science Instruction, Teaching Methods
Pinder, Patrice Juliet – Online Submission, 2021
Although game based learning has been widely utilized by the military, education, marketing, and advertising sectors, its effectiveness as a learning strategy or training tool is still unclear (Ariffin, Oxley, & Suliman, 2014). The present study addresses this gap and examines the effectiveness of using game based learning in primary school…
Descriptors: Foreign Countries, Teacher Attitudes, Game Based Learning, Elementary School Teachers
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Altun, Ayse; Gormez, Erhan – Pakistan Journal of Distance and Online Learning, 2021
The aim of this study was to determine the attitudes of teachers towards using digital games in social studies courses. The sample of the study was consisted of social studies teachers and primary school teachers who attend social studies course in secondary schools affiliated to Van District National Education Directorate. Total 192 teachers…
Descriptors: Teacher Attitudes, Social Studies, Educational Technology, Technology Uses in Education
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Uluay, Gulsah; Dogan, Alev – Journal of Education in Science, Environment and Health, 2020
The aim of this paper is to introduce Kodu Game Lab to pre-service science teachers through a method course based on MAGDAIRE framework and prepare them to design their own digital games. In accordance with this purpose, key factors towards using digital games in classroom are also observed. Convergent parallel design that is a type of mix method…
Descriptors: Preservice Teachers, Science Teachers, Teaching Methods, Electronic Learning
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Hatipoglu, Çiler; Gajek, Elzbieta; Miloshevska, Lina; Delibegovic Džanic, Nihada – Research-publishing.net, 2020
Online crowdsourcing sites/platforms have become popular in recent years. This study aims to uncover when, where, and how language learners in Turkey (TUR), Poland (POL), Macedonia (MAC), and Bosnia and Herzegovina (B&H) make use of the available crowdsourcing websites/games to learn foreign languages. To ensure parallelism among the data…
Descriptors: Electronic Publishing, Collaborative Writing, Foreign Countries, Second Language Learning
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Alkan, Ayse; Mertol, Hüseyin – International Journal of Evaluation and Research in Education, 2019
The rapidly developing information technologies of our age offer new opportunities in every aspect of our lives. The use of information technologies in educational environments is an important element in creating enriched learning environments. Educational digital games used in teaching-learning environments help students to develop motivation,…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Computer Games
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Sabirli, Zülkif Eser; Çoklar, Ahmet Naci – World Journal on Educational Technology: Current Issues, 2020
The use of computer games is becoming more and more common among children thanks to its many features; from multimedia opportunities to motivation. This increase in its use also increases the importance of educational games. The purpose of this study is to investigate the effect of the use of educational games in education on the academic success,…
Descriptors: Educational Technology, Technology Uses in Education, Computer Games, Educational Games
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Sabirli, Zulkif Eser; Coklar, Ahmet Naci – World Journal on Educational Technology: Current Issues, 2020
The use of computer games is becoming more and more common among children thanks to its many features; from multimedia opportunities to motivation. This increase in its use also increases the importance of educational games. The purpose of this study is to investigate the effect of the use of educational games in education on the academic success,…
Descriptors: Educational Technology, Technology Uses in Education, Computer Games, Educational Games
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Utku, Özlem; Dolgunsöz, Emrah – International Online Journal of Education and Teaching, 2018
The current study aimed to examine the effect of online vocabulary games on teaching new words to young learners of EFL. For this aim, 46 Turkish 5th grade EFL students in a state school were assigned into control and experimental groups. Both groups studied 22 words in 6 instructional sessions conducted in 6 subsequent weeks in the second…
Descriptors: Foreign Countries, Teaching Methods, Computer Games, Educational Technology
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Valarie Akerson, Editor; Ozkan Akman, Editor; M. Lutfi Ciddi, Editor – International Society for Technology, Education, and Science, 2024
"Proceedings of International Conference on Social and Education Sciences" includes full papers presented at the International Conference on Social and Education Sciences (IConSES), which took place on October 17-20, 2024, in Chicago, Illinois. The aim of the conference is to offer opportunities to share ideas, discuss theoretical and…
Descriptors: Higher Education, Ethics, Technology Uses in Education, Mathematics Education
Say, Serkan; Bag, Hüseyin – Online Submission, 2015
Human being starts learning about life via games. Therefore games have always maintained their importance and have always been interesting since the beginning of the human life. Games are being moved from streets to virtual platforms today as information Technologies are considerably progressing. And because of that, computer games are one of the…
Descriptors: Computer Games, Grade 7, Science Instruction, Self Efficacy
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Shelley, Mack, Ed.; Admiraal, Wilfried, Ed.; Akcay, Hakan, Ed. – Online Submission, 2021
"Proceedings of International Conference on Education in Mathematics, Science and Technology" includes full papers presented at the International Conference on Education in Mathematics, Science and Technology (ICEMST) which took place on April 1-4, 2021 in Antalya, Turkey. The aim of the conference is to offer opportunities to share your…
Descriptors: Chemistry, Science Experiments, Climate, Problem Solving
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Gecu, Zeynep; Cagiltay, Kursat – International Journal of Game-Based Learning, 2015
Computer games, which are currently very popular among students, can affect different cognitive abilities. The purpose of the present study is to examine undergraduate students' experiences and preferences in playing computer games as well as their mental rotation abilities. A total of 163 undergraduate students participated. The results showed a…
Descriptors: Educational Technology, Technology Uses in Education, Computer Games, Teaching Methods
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Turgut, Sedat; Temur, Özlem Dogan – International Electronic Journal of Elementary Education, 2017
In this research, the effects of using game in mathematics teaching process on academic achievement in Turkey were examined by metaanalysis method. For this purpose, the average effect size value and the average effect size values of the moderator variables (education level, the field of education, game type, implementation period and sample size)…
Descriptors: Educational Games, Teaching Methods, Mathematics Achievement, Meta Analysis
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Shelley, Mack, Ed.; Admiraal, Wilfried, Ed.; Akcay, Hakan, Ed. – International Society for Technology, Education, and Science, 2021
"Proceedings of International Conference on Education in Mathematics, Science and Technology" includes full papers presented at the International Conference on Education in Mathematics, Science and Technology (ICEMST) which took place on April 1-4, 2021 in Antalya, Turkey. The aim of the conference is to offer opportunities to share…
Descriptors: STEM Education, Chemistry, Science Instruction, Climate
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