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Fokides, Emmanuel – Education and Information Technologies, 2018
The study presents the results of a project in which a series of digital games were used for teaching Mathematics to first, fourth, and sixth-grade primary school students (ages 6-7, 8-9, and 11-12). Mathematics was selected as the teaching subject because of the difficulties students face in understanding basic math concepts. Although digital…
Descriptors: Elementary School Students, Elementary School Mathematics, Educational Games, Computer Games
Jancic, Polona; Hus, Vlasta – International Journal of Game-Based Learning, 2018
Social studies is a class students encounter in the fourth and fifth grades of primary school in Slovenia. It includes goals from the fields of geography, sociology, history, ethnology, psychology, economy, politics, ethics, aesthetics, and ecology. Among other didactic recommendations in the national curriculum for teaching, social studies…
Descriptors: Foreign Countries, Social Studies, Teaching Methods, Educational Games
Dang, Srishti; Ved, Arunima; Vemuri, Kavita – International Journal of Game-Based Learning, 2018
Efficacy of games as learning medium is of interest to researchers and the gaming industry. A critical metric for learning is knowledge retention and very few studies have conducted in-depth comparisons of: a) game versus no-game learning, b) collaborative versus individual learning. Towards this, the study reported in this article will present…
Descriptors: Geography, Maps, Cooperative Learning, Educational Games
Schaal, Sonja; Otto, Siegmar; Schaal, Steffen; Lude, Armin – International Journal of Science Education, Part B: Communication and Public Engagement, 2018
Geogames are mobile, location-based and location dependent games for devices like smartphones and tablets. As geogames are played outdoors they offer various possibilities for environmental education. The geogame entitled FindeVielfalt "Simulation" is a location dependent game, developed in the BioDiv2Go project, which provides sensory…
Descriptors: Educational Games, Telecommunications, Handheld Devices, Environmental Education
Cruaud, Caroline – Innovation in Language Learning and Teaching, 2018
There is increased interest in the use of gamification as an innovative practice in the field of training and education. Based on the use of game mechanics, gamification aims at engaging students in their learning. However, there is not much research on the use of gamification in school settings, especially when it comes to foreign language…
Descriptors: French, Second Language Learning, Second Language Instruction, Play
de Lima, Melina S.; de Amôres, Eduardo B.; Santos, José Vicente C.; Martin, Vera A. F. – Journal of Astronomy & Earth Sciences Education, 2018
Various studies have noted current shortcomings in the teaching and learning of science in schools, and the results of large-scale tests show that despite heavy investment in education, Brazilians' understanding of science test scores typically fall short of what could be if students had a consistent, high-quality basic education. This article…
Descriptors: Foreign Countries, Astronomy, Science Education, Scientific Concepts
Yilmaz, Mehmet; Çimen, Osman; Karakaya, Ferhat; Adigüzel, Merve – International Electronic Journal of Environmental Education, 2019
This study aimed to develop secondary school seventh-grade students' awareness of natural habitats and the interactions among living things, as well as reveal their views on the problems encountered. The study was designed as a case study, a qualitative perspective and conducted with 64 students from a private school during the 2017-2018 academic…
Descriptors: Case Studies, Private Schools, Student Attitudes, Animals
López Carrillo, Dolores; Calonge García, Amelia; Rodríguez Laguna, Teresa; Ros Magán, Germán; Lebrón Moreno, José Alberto – Electronic Journal of e-Learning, 2019
Pre-service teachers frequently express negative prejudices towards science and the methodologies traditionally used during their training. Gamification is a booming technology based on combining the psychological aspects, mechanics and dynamics of a game in non-ludic environments. The use of gamification has shown good outcomes in terms of…
Descriptors: Preservice Teachers, Teaching Methods, Instructional Innovation, Educational Games
Chen, Xingliang; Mitrovic, Antonija; Mathews, Moffat – International Journal of Artificial Intelligence in Education, 2019
Agency refers to the level of control the student has over learning. Most studies on agency in computer-based learning environments have been conducted in the context of educational games and multimedia learning, while there is little research done in the context of learning with Intelligent Tutoring Systems (ITSs). We conducted a study in the…
Descriptors: Problem Solving, Intelligent Tutoring Systems, Educational Games, Independent Study
Bracco, Elizabeth; Lodewyk, Ken; Morrison, Hayley – Curriculum Studies in Health and Physical Education, 2019
This case study served to investigate six adolescent girls', who were identified as disengaged in physical education (PE), feelings about their experiences in a Teaching Games for Understanding (TGfU) unit and how TGfU might support their engagement in PE. A two-week (6-lesson) TGfU territorial games unit was taught by a guest instructor. Data…
Descriptors: Case Studies, Females, Educational Experience, Physical Education
Jayaraman, J. D.; Jambunathan, Saigeetha; Adesanya, Regina – Education 3-13, 2019
This study compared the financial literacy and teaching practices of 82 early and elementary teachers in India and US using a 43-item survey. Analysis showed that financial literacy of Indian teachers was lower than their American counterparts. Teachers in India enjoyed teaching financial literacy more than teachers in the US. Indian teachers…
Descriptors: Money Management, Classroom Techniques, Worksheets, Teaching Methods
Girmen, Pinar; Kaya, Mehmet Fatih – International Journal of Instruction, 2019
The purpose of this research is to enrich the process of developing the basic language skills of 4th grade students with digital story activities and games based on the Flipped Classroom Model (FCM). This study was conducted with 4th grade students in a Turkish course. It was based on action research. The Turkish courses were prepared according to…
Descriptors: Blended Learning, Turkish, Teaching Methods, Learning Processes
Hoover, Jennifer Lauren – ProQuest LLC, 2019
Some approaches to teaching mathematics have led to decreased student motivation. Gamification is an application of game elements within nongame settings. While gamification may increase motivation in other contexts, its effective use in digital mathematics instruction to motivate elementary students is undetermined. Based on the constructs of…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Game Based Learning
Michelle Torok; Victoria Rasmussen; Quincy Wong; Aliza Werner-Seidler; Bridianne O'Dea; John Toumbourou; Alison Calear – Australian Journal of Education, 2019
Childhood emotional and behavioural problems can indicate a higher risk of developing mental illness in adolescence and beyond. Schools provide an appropriate setting in which to deliver universal preventions to improve well-being and protect against early risks for mental health disorder. However, interventions can often be difficult to implement…
Descriptors: Emotional Problems, Behavior Problems, At Risk Persons, Mental Disorders
Smith, Hannah; Closser, Avery H.; Ottmar, Erin; Arroyo, Ivon – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2020
The Game Play and Design Framework is a project-based instructional method to engage teachers and students with mathematics content by utilizing technology as a vehicle for game play and creation. In the authors' prior work, they created a technology tool and game editing platform, the Wearable Learning Cloud Platform (WLCP), which enables…
Descriptors: Computation, Mathematics Instruction, Mathematics Skills, Knowledge Level

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