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Ayman Alzaid – ProQuest LLC, 2023
As computer games become integral to students' learning experiences, this dissertation investigates the impact of educational game-based learning on mathematical outcomes and attitudes among elementary school students. Employing data science techniques, including statistical approaches and quantitative analysis through data mining of gameplay data…
Descriptors: Computer Games, Outcomes of Education, Game Based Learning, Mathematics Instruction
Chary, Mamatha; McEldoon, Katherine; Churaman, Tanya – Pearson, 2023
Pearson's Learning Foundations describe the optimal conditions for learning and reflect the learner experience Pearson hopes their products will create. Pearson does this by incorporating the Learning Design Principles. Each of the Learning Design Principles goes into detail about a key principle, supporting product design and marketing by…
Descriptors: Educational Principles, Learning, Educational Technology, Technology Uses in Education
Angelica R. Cash; Julia R. Penick; Celia F. Todd; Monica C. So – Journal of Chemical Education, 2023
Summative lab assessments probe student mastery over concepts, but conventional ones often result in decreased student engagement and confidence. If conventional summative lab assessments are replaced by accessible gamified evaluations, such as online escape rooms, this leads to improved student engagement and confidence. In this work, we adapted…
Descriptors: Chemistry, Learner Engagement, Science Instruction, Electronic Learning
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Ernstberger, Kathryn W.; Venkataramanan, M. A. – Decision Sciences Journal of Innovative Education, 2018
This teaching brief describes an engaging, in-class exercise that introduces genetic algorithms as well as advanced Excel functions and capabilities by modeling the familiar Sudoku puzzle. Student groups are first asked to manually solve a given puzzle and then translate that solution methodology to a spreadsheet model. This exercise can be used…
Descriptors: Genetics, Science Instruction, Spreadsheets, Puzzles
Luch, Derek – ProQuest LLC, 2018
This dissertation presented a study to examine whether a correlation exists between college student retention and gamification. To date, much of the focus on gamification in the classroom has been with individual aspects: engagement, persistence, attainment, and attrition. The potential for this correlational study is to aid institutional staff…
Descriptors: School Holding Power, College Students, Educational Games, Academic Persistence
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Umar Shehzad; Jody Clarke-Midura; Mimi Recker – ACM Transactions on Computing Education, 2024
Objectives: The increasing demand for computing skills has led to a rapid rise in the development of new computer science (CS) curricula, many with the goal of equitably broadening the participation of underrepresented students in CS. While such initiatives are vital, factors outside of the school environment also play a role in influencing…
Descriptors: Parent Child Relationship, Computer Science Education, Programming, Equal Education
Victoria Ly – ProQuest LLC, 2024
This dissertation explores the utilization of internet-connected devices to address the accessibility challenges associated with microscopy in the field of biology. Traditional microscopy devices are often costly, limiting their widespread adoption in laboratories. To overcome this barrier, we developed a cost-effective multi-well imaging device…
Descriptors: Open Source Technology, Biology, Science Instruction, Illustrations
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Banthita Sukdee – Shanlax International Journal of Education, 2024
The purposes of this research were to (1) study twelfth grade students' English vocabulary and reading development by applying collaborative learning management with language game of the whole group and individual (2) examine twelfth grade students' attitudes towards collaborative learning management with language game in learning English…
Descriptors: Foreign Countries, High School Students, Grade 12, English (Second Language)
Aaron Jakob Johnson – ProQuest LLC, 2024
Students studying in beginning level foreign language classrooms often lack the opportunity to speak spontaneously (Kogan, 2023). Task-Based Language Teaching (TBLT) is a pedagogical approach to language instruction that advocates for the use of tasks to develop learners' second/foreign language (L2) abilities. Games can act as tasks that prepare…
Descriptors: Russian, Second Language Learning, Second Language Instruction, Language Proficiency
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Hong, Jon-Chao; Wu, Ching-Lin; Tseng, Chien-Chih; Chen, Hsueh-Chih – Creativity Research Journal, 2020
The Chinese Radical Assembly Game (CRAG) is an online platform that assesses the lexical competence. In which, individuals select different Chinese radicals to combine them and form a legitimate character. This concept is similar to that of creative synthesis. Therefore, this study aimed to examine whether the CRAG response process involves…
Descriptors: Problem Solving, Computer Games, Educational Games, Vocabulary Development
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Cardozo, Lais Tono; Ramos de Azevedo, Maria Antonia; Morais Carvalho, Maeline Santos; Costa, Rafaela; de Lima, Patricia Oliveira; Marcondes, Fernanda Klein – Advances in Physiology Education, 2020
The aim of this study was to evaluate the effect of an active methodology combined with a lecture on undergraduate student learning and levels of stress and anxiety. The active learning methodology consisted of a lecture of 50-min duration, study at home with a textbook, an educational game activity, and three formative assessments on the topic of…
Descriptors: Active Learning, Formative Evaluation, Performance, Stress Variables
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David, Oana Alexandra; Costescu, Cristina; Cardos, Roxana; Mogoase, Cristina – Child & Youth Care Forum, 2020
Background: Children and adolescents are major computer and technology gadget users. While serious games hold important promises for promoting health-related behavioral change and mental health among children and adolescents, their efficacy is yet unclear. Objectives: We conducted a systematic review and meta-analysis aimed to offer a…
Descriptors: Educational Games, Computer Games, Mental Health, Health Promotion
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Cooney, Adeline; Darcy, Eamon – Journal of University Teaching and Learning Practice, 2020
This qualitative descriptive study explored the value of games as pedagogical tools to teach team working and foster collaborative learning in a higher education classroom. Groups of three or four students (n = 181) were asked to participate in a simple low-tech serious game which required them to solve a puzzle. The puzzle simulated 'good'…
Descriptors: Educational Benefits, Cooperative Learning, Educational Games, Teamwork
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Russo, James – Australian Primary Mathematics Classroom, 2020
In this article, the author describes how to help develop students' conceptual understanding of fractions through the tactical card-based game Nearest to One. Nearest to One promotes number-sense based strategies for comparing fractions, such as benchmarking (e.g., Is the fraction greater or less than one-half?) and building to the next whole,…
Descriptors: Mathematics Education, Elementary School Mathematics, Elementary School Students, Mathematics Skills
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Hava, Kevser; Guyer, Tolga; Cakir, Hasan – Educational Technology Research and Development, 2020
The purpose of this research is to investigate students' learning experiences in a systematic game development process. The study was conducted at a science and arts center, where gifted students can enroll in after-school activities. Fifteen students and one instructor participated in a 12-week problem-solving implementation. During the last five…
Descriptors: Academically Gifted, Teaching Methods, After School Programs, Problem Solving
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