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Zainuddin, Zamzami; Perera, Corinne Jacqueline; Haruna, Hussein; Habiburrahim, Habiburrahim – Information and Learning Sciences, 2020
Purpose: The purpose of this study is twofold. Firstly, this research aims at helping countries implement an equitable, innovative and context-appropriate stay-home game plan for the millions of disadvantaged and under-privileged students severely affected by the forfeiture of school closures; and secondly, this study proclaims that the burgeoning…
Descriptors: School Closing, COVID-19, Pandemics, Gamification
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Slater, Stefan; Baker, Ryan S.; Wang, Yeyu – International Educational Data Mining Society, 2020
Feature engineering, the construction of contextual and relevant features from system log data, is a crucial component of developing robust and interpretable models in educational data mining contexts. The practice of feature engineering depends on domain experts and system developers working in tandem in order to creatively identify actions and…
Descriptors: Data Analysis, Engineering, Classification, Models
Huiqing Hu – ProQuest LLC, 2020
College students often view statistics as challenging and unpleasant to learn (Ben-Zvi et al., 2017). Digital games designed for educational purposes have been found to be effective for promoting statistics learning and motivation to learn statistics (e.g. Boyle et al., 2014). However, research is currently lacking on the best practices for…
Descriptors: Computer Games, Statistics, Self Efficacy, Context Effect
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Gunel, Emre; Top, Ercan – International Journal of Technology in Education, 2022
This study aims to integrate video games into classrooms not as a replacement for regular lessons but as supplementary materials under the teacher's supervision. To this extent, the researcher created an educational English learning video game specifically modeled on the students' real lives. Ninety-six middle school students, 48 in the control…
Descriptors: Educational Games, Video Games, Vocabulary Development, Retention (Psychology)
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Sibgatullin, Iskander R.; Korzhuev, Andrey V.; Khairullina, Elmira R.; Sadykova, Albina R.; Baturina, Roza V.; Chauzova, Vera – EURASIA Journal of Mathematics, Science and Technology Education, 2022
Algebraic thinking is a method of solving math problems that stresses the significance of general connections. Excellent algebraic thinking necessitates strong symbolization and generalization ability. Students aged 7 to 15 are at the Piaget thinking stage's formal operational stage. Teachers, especially those working with secondary school…
Descriptors: Algebra, Thinking Skills, Mathematics Skills, Problem Solving
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Handayani, Prathini Khafifah; Arip, Asep Ginanjar; Nur, Sofyan Hasanuddin – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2022
The students' explaining skill is interrelated with their conceptual understanding. This study aimed to determine the effect of the implementation of the student facilitator and explaining model assisted by the media game on the students' explaining skills related to environmental pollution. This quasi-experimental research was using a pre-test…
Descriptors: Concept Formation, Educational Games, Computer Games, Teaching Methods
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Shi, Aili; Wang, Yamin; Ding, Nan – Interactive Learning Environments, 2022
As an emerging learning platform, game-based immersive virtual reality learning environments (GIVRLEs) have the potential to solve difficult teaching problems. This study designed a GIVRLE by integrating knowledge of quadratic functions into gameplay. Forty seventh graders who had never acquired that knowledge played the game and took pre- and…
Descriptors: Game Based Learning, Computer Simulation, Educational Games, Foreign Countries
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Liu, Haoyu; Yen, Pi-Ying – Journal of Education for Business, 2022
The sailboat game is popular in supply chain management teaching. In the game, students play different roles in a supply chain and try to achieve better performance in terms of minimizing costs, while gaining knowledge in production processes, quality management, and inventory management. Despite its popularity, how the sailboat game is beneficial…
Descriptors: Management Development, Educational Games, Teaching Methods, Business Administration Education
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Chen, I-Chien; Rocha-Beverly, Christel; Schneider, Barbara – Journal of Research on Technology in Education, 2022
Init2Winit, a gamified mobile application designed to increase students' alignment knowledge between college, career, and salary expectations has been beta-tested in midwestern urban and rural U.S. high schools (age 14-18). Students earn different points in the game when their educational expectations and expected annual income are matched with…
Descriptors: Telecommunications, Handheld Devices, Educational Games, High School Students
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Centelles, Josep J.; de Atauri, Pedro R.; Moreno, Estefania – International Society for Technology, Education, and Science, 2022
Games are highly appreciated by the population, so due to the COVID-19 pandemic confinement we decided to carry out an Internet research of several games, in order to use them for the assimilation of new words of Biochemical students. Games found in puzzle books allow the stimulation of memory, reasoning and other brain capacities, such as keeping…
Descriptors: Biochemistry, Science Instruction, Puzzles, Alphabets
Maria Gigi Carunungan – ProQuest LLC, 2022
This is an exploratory study of how pedagogy in the form of math stories, shapes young learners' perceptions, motivations, and sense-making of math concepts. The research is presented in an exploratory documentary, with audio-video data collected through the iPhone. The pilot test of story-driven math learning solutions was conducted by two…
Descriptors: Word Problems (Mathematics), Learner Engagement, Mathematical Concepts, Elementary School Mathematics
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Chloé Lhardy; Héctor García-Ortega; Jesús Gracia-Mora; Armando Marín-Becerra; Antonio Reina; Miguel Reina – Journal of Chemical Education, 2022
Educational games have attracted attention as valuable didactic instruments since they combine a proven efficiency in learning improvement with a fun and enjoyable atmosphere. Despite the increasing number of educational game contributions treating a wide variety of topics, to the best of our knowledge, none revise units or physical quantities.…
Descriptors: Educational Games, Educational Objectives, Scientific Concepts, Science Education
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Yusoff, Zarwina; Kamsin, Amirrudin; Shamshirband, Shahaboddin; Chronopoulos, Anthony T. – Education and Information Technologies, 2018
A Computer game is the new platform in generating learning experiences for educational purposes. There are many educational games that have been used as an interaction design tool in a learning environment to enhance students learning outcomes. However, research also claims that playing video games can have a negative impact on student behavior,…
Descriptors: Educational Games, Computer Games, Video Games, Instructional Design
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Merilampi, Sari; Koivisto, Antti; Sirkka, Andrew – British Journal of Educational Technology, 2018
This paper presents the Design for Somebody (DfS) philosophy targeted to iterative, user-oriented development of solutions for special user groups. In this article, the DfS is discussed using a game development context. The paper gives concrete examples how the DfS can be used in developing motivating serious games. The paper presents three games…
Descriptors: Instructional Design, Educational Games, Learning Experience, Users (Information)
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Melkonian, Vardges – PRIMUS, 2019
This paper discusses a game that can be used for introducing the binary representation of integers in an interactive and fun environment. The game is introduced in the way it is presented in an undergraduate Discrete Mathematics class. Variations of the game are discussed, particularly its extension to base-three representation of integers. It is…
Descriptors: Mathematics Instruction, College Mathematics, Undergraduate Study, Educational Games
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