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Avci, Filiz – Acta Educationis Generalis, 2022
Introduction: The aim of the study was to examine the effects on Primary School Teacher Candidates of developing and implementing jigsaw technique activities enriched with educational games in Science and Technology Teaching lessons. Methods: In the study, the mixed design was used. The single group pre-test post-test weak experimental pattern…
Descriptors: Educational Games, Preservice Teachers, Science Instruction, Foreign Countries
Ibatova, Gaukhar; Makhmetova, Aigerim; Zhoraeyeva, Saule Basarbaevna; Amiresheva, Bibinur; Tinibekovna, Nyshanova Saltanat; Satova, Akmaral – World Journal on Educational Technology: Current Issues, 2022
The purpose of the article was to analyze the psychological and pedagogical conditions of word-formation skills for Kazakh-speaking preschool children with speech disorders on the basis of learning theories and contemporary approaches. To achieve the set aim, we have studied psychophysiological peculiarities of preschool children with speech…
Descriptors: Foreign Countries, Preschool Children, Speech Impairments, Turkic Languages
Yu, Jiaqi; Ma, Wenchao; Moon, Jewoong; Denham, Andre R. – Journal of Learning Analytics, 2022
Integrating learning analytics in digital game-based learning has gained popularity in recent decades. The interactive nature of educational games creates an ideal environment for learning analytics data collection. However, past research has limited success in producing accessible and effective assessments using game learning analytics. In this…
Descriptors: Learning Analytics, Student Evaluation, Educational Games, Computer Games
Paul, Rik; Ponnam, Abhilash; Bagchi, Shantanu Shanker – Marketing Education Review, 2022
Retailers are faced with the challenge of how many stores to operate in a potential or an existing market and where those stores should be located. Various factors influence this decision-making. For instance, the customer behavior and their demographic characteristics, customer travel times, presence of competitors, costs involved, location…
Descriptors: Retailing, Marketing, Decision Making, Purchasing
Taylor, Carrie D.; Lange, Eric James – Physical Educator, 2022
According to the Centers for Disease Control and Prevention, diabetes prevention represents a critical need for the health education curriculum, given the rise of the disease and its precondition for today's youth. An active understanding of diabetes encourages young people to take control of the nutritional and exercise factors that keep the…
Descriptors: Diabetes, Prevention, Health Education, Educational Games
Brennan, Attracta; McDonagh, Tara; Dempsey, Mary; McAvoy, John – IEEE Transactions on Learning Technologies, 2022
Studies show that reduced literacy skills can negatively influence a child's self-esteem and future career opportunities. Literacy is significantly affected when problems exist in understanding the phonological component or sound structure of language, i.e., phonological awareness. Children with dyslexia in particular experience difficulties in…
Descriptors: Dyslexia, Literacy, Intervention, Phonological Awareness
Nguyen, Huy Anh; Hou, Xinying; Richey, J. Elizabeth; McLaren, Bruce M. – International Journal of Game-Based Learning, 2022
There is an established gender gap in middle school math education, where female students report higher anxiety and lower engagement, which negatively impact their performance and even long-term career choices. This work investigates the role of digital learning games in addressing this issue by studying Decimal Point, a math game that teaches…
Descriptors: Gender Differences, Middle School Students, Educational Games, Mathematics Instruction
Lyons, Suzanne – Teachers College Press, 2022
"Cooperative Games in Education" is the first comprehensive guide to the world of cooperative play and games for pre-K-12 learning. It includes a thorough pedagogical rationale and guidelines for practice, a survey of related research and scholarship, engaging anecdotes, illustrations, historical background, and an array of sample games…
Descriptors: Educational Games, Cooperation, Preschool Education, Elementary Secondary Education
Amy Rose Morgan – ProQuest LLC, 2022
Digital game-based learning (DGBL) has unique factors that can engage students in the learning process. It has been shown that incorporating DGBL into mathematics can help bridge the learning gap, differentiate instruction, and engage students (Yang et al., 2018; Hulse et al., 2019; Chen et al., 2012; Naik, 2017). This study examined how students'…
Descriptors: Game Based Learning, Academic Achievement, Learner Engagement, Student Motivation
Victoria Bonefont; Burton Carbino; Rana Zakerzadeh – Biomedical Engineering Education, 2022
This paper identifies an opportunity to integrate gamification in undergraduate biomedical engineering (BME) classrooms to alleviate student test anxiety and promote student perception of their academic performance. Gamification is a popular educational strategy that does not appear to be widely explored or adopted in higher education,…
Descriptors: Test Anxiety, Gamification, Undergraduate Students, Biomedicine
Andrea Bertoni; Andrea Maffia – International Journal of Mathematical Education in Science and Technology, 2024
While the development of creativity, or creative thinking, in mathematics is considered important by many researchers, there are several difficulties in implementing creative tasks, especially before secondary school. Within the original context of a mathematical escape game, this paper reports two episodes exemplifying the difficulties met by…
Descriptors: Game Based Learning, Learner Engagement, Mathematics Education, Creativity
Ezequiel Aleman – Information and Learning Sciences, 2024
Purpose: This paper aims to address the limitations in designing educational approaches that apply critical approaches to data literacy, given the obscure nature of digital platforms, which leave youth unable to develop discourses that challenge dominant narratives about the role of data in their lives. The purpose of this study is to propose and…
Descriptors: Game Based Learning, Secondary School Students, Nontraditional Education, Foreign Countries
Marwan Abualrob; Thawra Awad – Science Education International, 2024
This study aims to develop an augmented reality (AR) board game for teaching atomic models and measure its effectiveness from the student's point of view. The Analysis, Design, Development, Implementation, and Evaluation model was used to create the AR board game to help achieve the study objectives. The study collected data from three focus…
Descriptors: Computer Simulation, Educational Technology, Models, Instructional Effectiveness
Fan Su; Di Zou – Knowledge Management & E-Learning, 2024
Educational games, prevalent in contemporary settings, leverage game-based learning (GBL) to actively engage and enhance learners' knowledge and skill acquisition through captivating in-game learning activities. To assess the effectiveness of GBL, game-based assessment (GBA) has emerged. GBA employs gameplay for learners to attain educational…
Descriptors: Game Based Learning, Student Evaluation, Educational Games, Instructional Effectiveness
Oriol Borrás-Gené; Raquel Hijón-Neira; Pedro Paredes-Barragán; Lucía Serrano-Luján – International Journal of Game-Based Learning, 2024
Educational escape rooms aims to motivate students, to strengthen knowledge and evaluate learning. Pre-service teachers enrolled in "Computer Science and Digital Competency" course shows lack of motivation and difficulties to realise its usefulness in everyday practice, becoming an ideal context to apply this strategy. 157 students…
Descriptors: Blended Learning, Problem Solving, Student Motivation, Programming

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