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Rusen Meylani; Gary G. Bitter – International Society for Technology, Education, and Science, 2023
The "App-Generation" the present student population that grew up in a world of digital technology and mobile apps faces obstacles explored in this article. It explores their traits, such as multitasking, limited attention spans, and technology fluency, and how these affect their involvement in and experiences with learning. The article…
Descriptors: Academic Achievement, High Achievement, Individual Characteristics, Student Projects
Haroldson, Erik L. – Journal of Geoscience Education, 2022
Improvisational or "improv" theater is a live form where the elements of a scene are made up during the performance. Research in various academic disciplines has found the use of improv in classrooms beneficial. However, there is no such literature of use in the geosciences. Presented here are the results from two semesters of nearly…
Descriptors: Creative Activities, Earth Science, Educational Games, Mineralogy
Kara Marie Yarrington – ProQuest LLC, 2022
Adult first language (L1) English speakers who are advanced second language (L2) learners of Spanish demonstrate near-ceiling levels of accuracy for some features of Spanish, such as [Person] and [Number] for verbs (McCarthy, 2012; Rodgers, 2011). While for other features, such as [Aspect] for copulas (i.e. ser and estar), and [Person] and…
Descriptors: Morphology (Languages), Second Language Learning, Second Language Instruction, Native Language
Totikova, Guldana A.; Yessaliyev, Aidarbek A.; Madiyarov, Nurlybai K.; Medetbekova, Nurgul – European Journal of Contemporary Education, 2020
The use of planar and volumetric geometric figures in the form of didactic games and exercises, the participants in the experiment showed a significant improvement in the results of the level of spatial representation compared with the control group. The methodology of the use of didactic games and exercises with geometric figures showed the…
Descriptors: Thinking Skills, Skill Development, Spatial Ability, Visualization
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
Ronimus, Miia; Eklund, Kenneth; Westerholm, Jari; Ketonen, Ritva; Lyytinen, Heikki – Journal of Computer Assisted Learning, 2020
We used a randomized controlled trial to investigate if a mobile game, GraphoLearn (GL), could effectively support the learning of first graders (N = 70), who have severe difficulties in reading and spelling. We studied the effects of two versions of the game: GL Reading, which focused on training letter-sound correspondence and word reading; and…
Descriptors: Game Based Learning, Computer Games, Educational Games, Handheld Devices
Huang, Rui; Ritzhaupt, Albert D.; Sommer, Max; Zhu, Jiawen; Stephen, Anita; Valle, Natercia; Hampton, John; Li, Jingwei – Educational Technology Research and Development, 2020
Gamification research in educational settings has produced mixed results on student learning outcomes. Educational researchers and practitioners both struggle with identifying when, where, and how to use gamification design concepts. The present study provides findings from a meta-analysis that integrated the empirical, quantitative research on…
Descriptors: Game Based Learning, Educational Games, Outcomes of Education, Meta Analysis
Hautala, Jarkko; Heikkilä, Riikka; Nieminen, Lea; Rantanen, Vesa; Latvala, Juha-Matti; Richardson, Ulla – Journal of Educational Computing Research, 2020
Computerized game-based assessment (GBA) system for screening reading difficulties may provide substantial time and cost benefits over traditional paper-and-pencil assessment while providing means also to individually adapt learning content in educational games. To study the reliability and validity of a GBA system to identify struggling readers…
Descriptors: Reading Difficulties, Ability Identification, Evaluation Methods, Reliability
Janík, Tomáš; Slavík, Jan; Najvar, Petr; Jirotková, Darina – SAGE Open, 2020
There is no education without content. Teaching and learning in schools is devoted to "something," not to "nothing" or "anything." The more heterogeneous, multicultural, and multilingual the classroom, the more semantization of educational content within teaching and learning is needed. Therefore, the role of various…
Descriptors: Semantics, Mathematics Instruction, Teaching Methods, Learning Processes
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
Rincon Flores, Elvira G.; Mena, Juanjo; Ramírez Montoya, María Soledad; Ramirez Velarde, Raul – Australasian Journal of Educational Technology, 2020
Open access education has significantly grown in strength as a new way of fostering innovation in schools. Such is the case of massive open online courses (MOOCs), which have the added benefit of encouraging the democratisation of learning. In this sense, the Bi-National Laboratory on Smart Sustainable Energy Management and Technology Training…
Descriptors: Large Group Instruction, Online Courses, Educational Games, Educational Technology
Gansterer, Margaretha; Klug, Veronika – Education Sciences, 2020
The Traveling Salesman and Vehicle Routing Problems are integral parts of bachelor and master programs related to Operations Research/Management Science. This is due to their relevance in both practical applications and research. For students, it is essential to gain a deep understanding of the problems' inherent complexity. For this, several…
Descriptors: Operations Research, Instructional Materials, College Instruction, Classification
Wang, Yang; Liu, Qingtang – International Journal of Game-Based Learning, 2020
The article explored the effects of game-based teaching on primary student dance teaching and learning. Two semesters of dance teaching and learning conducted by the same teacher were analyzed. In the first semester, the teacher taught dance in a traditional way. In the second semester, the teacher taught dance with a serious game in the teaching…
Descriptors: Instructional Effectiveness, Educational Games, Elementary School Students, Dance Education
Wouters, Pieter; van der Meulen, Esmee S. – International Journal of Game-Based Learning, 2020
Adapting learning to the level and preferences of learners and game-based learning have increasingly received much attention. The current study examined whether learning styles based on the Felder-Silverman classification (perception, input, processing and organization of information) influence learning in GBL. Only the input and processing scales…
Descriptors: Cognitive Style, Educational Games, Preferences, Mathematics Education
Todd, Lindsay; Keim, Lisa; Broder, Dale – Science and Children, 2020
This article describes a self-guided, story-like game with creative drawing for grades 3-5 that teaches the evolution concepts of adaptation, natural selection, ecosystem dynamics, inheritance, and mutation following the "Next Generation Science Standards" ("NGSS"). Drawing reinforces concepts through emphasis on students'…
Descriptors: Elementary School Science, Science Instruction, Evolution, Teaching Methods

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