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Roscoe, Rod D.; Allen, Laura K.; McNamara, Danielle S. – Journal of Educational Computing Research, 2019
A critical challenge for computer-based writing instruction is providing appropriate and adaptive practice. The current study examined three modes of computer-based writing practice with the goal of identifying those with the greatest learning and motivational value. High school students learned about writing strategies by studying lessons within…
Descriptors: High School Students, Writing Instruction, Computer Assisted Instruction, Writing Strategies
Hajian, Shiva – IAFOR Journal of Education, 2019
One of the primary goals of education is to ensure that learners can apply their acquired knowledge in various ways and under different circumstances. However, this expected "transfer" does not always occur and, therefore, the acquired knowledge cannot be flexibly employed in different contexts. One way to minimize this problem is to…
Descriptors: Transfer of Training, Teaching Methods, Situated Learning, Comparative Analysis
White, Kyli; McCoy, Leah P. – Networks: An Online Journal for Teacher Research, 2019
Games-based learning involves instruction with realistic game experiences (Cicchino, 2015). This action research study explored game-based learning as fifth grade mathematics students completed a brief unit on ordered pairs utilizing game-based lessons. Attitude and achievement data were collected mainly by surveys, content tests, student…
Descriptors: Educational Games, Elementary School Mathematics, Mathematics Achievement, Mathematics Instruction
Scharp, Kristina M.; Seiter, John S.; Curran, Timothy – Communication Teacher, 2019
People who receive supportive communication when they are distressed benefit from a series of advantageous outcomes. We designed the following activity based on the popular board game Apples to Apples to provide students with an experiential understanding of different types of social support--(1) emotional, (2) esteem, (3) network, (4)…
Descriptors: Social Support Groups, Self Esteem, Emotional Response, Networks
Shute, Valerie; Rahimi, Seyedahmad; Lu, Xi – Grantee Submission, 2019
Digital, educational games have many promises (e.g., increasing students' content knowledge as well as competencies like problem-solving, spatial skills, and persistence). However, there are challenges to overcome before using these games more broadly in educational settings. One challenge involves identifying effective, theoretically based…
Descriptors: Educational Games, Computer Games, Game Based Learning, Middle School Students
Daniel Herda – Numeracy, 2019
Existing research from the social sciences indicates that misperceptions about immigrants are pervasive in American society and present consequences for intergroup relations. The classroom may be an arena in which to reduce this incorrectness. The current note provides a replication and extension of previous research on the effectiveness of the…
Descriptors: Misconceptions, Immigrants, Educational Games, Student Attitudes
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

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