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Saleh, Asmalina; Yuxin, Chen; Hmelo-Silver, Cindy E.; Glazewski, Krista D.; Mott, Bradford W.; Lester, James C. – Journal of Research in Science Teaching, 2020
Collaborative inquiry learning affords educators a context within which to support understanding of scientific practices, disciplinary core ideas, and crosscutting concepts. One approach to supporting collaborative science inquiry is through problem-based learning (PBL). However, there are two key challenges in scaffolding collaborative inquiry…
Descriptors: Scaffolding (Teaching Technique), Cooperative Learning, Active Learning, Inquiry
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Jorion, Natalie; Roberts, Jessica; Bowers, Alex; Tissenbaum, Mike; Lyons, Leilah; Kumar, Vishesh; Berland, Matthew – Frontline Learning Research, 2020
A driving factor in designing interactive museum exhibits to support simultaneous users is that visitors learn from one another via observation and conversation. Researchers typically analyze such collaborative interactions among museumgoers through manual coding of live- or video-recorded exhibit use. We sought to determine how log data from an…
Descriptors: Museums, Exhibits, Data Analysis, Cooperation
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Yesilbag, Serkan; Korkmaz, Özgen; Çakir, Recep – Education and Information Technologies, 2020
This study aims to determine the effects of educational computer games on the tenth grades students' academic achievement and attitudes towards the course. The research was conducted with 60 tenth-grade students attending an Anatolian high school during the school year of 2019-2020. The study was designed as a quasi-experimental design with a pre…
Descriptors: Educational Games, Computer Games, Game Based Learning, Academic Achievement
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Sierra, Javier – Innovations in Education and Teaching International, 2020
This article presents an innovative teaching and learning method based on three different simulations of multi-level governance settings. Public management at the local level is recreated using the SimCity computer game; the decision-making process at the national level is simulated through a national parliament simulation; and the intervention of…
Descriptors: Computer Simulation, Economics Education, Student Attitudes, College Students
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Israel-Fishelson, Rotem; Hershkovitz, Arnon – Journal of Educational Computing Research, 2020
Persistence has proven to be a great challenge in online learning environments. Gaming and interactivity have been suggested as essential features in reducing dropout and increasing persistence in online learning. Yet in interactive game-based learning environments, persistence in moving forward in the game may come at the expense of investing in…
Descriptors: Game Based Learning, Elementary School Students, Thinking Skills, Persistence
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Flores, Rejeenald M.; Rodrigo, Ma. Mercedes T. – Journal of Educational Computing Research, 2020
Wheel-spinning refers to the failure to master a skill in a timely manner or after a considerable number of practice opportunities. Several past studies have developed wheel-spinning models in the areas of Mathematics and Physics. However, no models have been made for the context of novice programming. The purpose of this study was to develop…
Descriptors: Mastery Learning, Novices, Programming, Computer Science Education
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Sermsook, Kanyakorn; Liamnimitr, Jiraporn; Chantarangkul, Vikrom – English Language Teaching, 2020
Games have been widely accepted as an effective tool for language learning. They help learners achieve better learning outcome and create a learning atmosphere which contribute to learners' learning. The present study, hence, employed games to help EFL learners write better in English. In the present study, games were used to encourage Thai EFL…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Error Correction
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Lees, Matthew; Wentzel, Michael T.; Clark, James H.; Hurst, Glenn A. – Journal of Chemical Education, 2020
Green Tycoon is a free-of-charge game-based mobile application that embraces a systems thinking approach to introducing students to a biorefining process model within green chemistry. Players adopt the role of a manager in a chemical factory, synthesizing the fictional compound, Yorkanone. Through upgrading the system and engaging with the…
Descriptors: Educational Games, Game Based Learning, Science Instruction, Chemistry
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Wang, Dan; Khambari, Mas Nida Md. – Malaysian Online Journal of Educational Technology, 2020
In recent years, the application of augmented reality (AR) technology has been explored in numerous disciplines. This research focused on English sentence learning and utilized the activity theory as the basis to structure a game-based AR learning model (GBARLM). The aim of the investigation was to describe the model and explore the following…
Descriptors: Game Based Learning, Computer Simulation, English Instruction, Sentences
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Malaspina, Martín; Malaspina, Uldarico – Statistics Education Research Journal, 2020
In this paper, we make a qualitative analysis of didactic experiments performed with five 6 to 10-year-old children and five primary school teachers, starting from a structured game with probabilistic elements. The fundamental idea is to stimulate probabilistic thinking not only by playing a card game with decision making in uncertain situations,…
Descriptors: Probability, Children, Elementary School Students, Elementary School Teachers
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Chen, Xieling; Zou, Di; Xie, Haoran – British Journal of Educational Technology, 2020
The "British Journal of Educational Technology" (BJET) has been active in the field of educational technology since 1970. To celebrate its 50th anniversary and to demonstrate a comprehensive overview of the field, we conducted a bibliometric analysis of the 3710 publications in this journal from 1971 to 2018 as indexed in the Web of…
Descriptors: Periodicals, Journal Articles, Educational Technology, Bibliometrics
Schenke, Katerina; Redman, Elizabeth J. K. H.; Chung, Gregory K. W. K.; Chang, Sandy M.; Feng, Tianying; Parks, Charles B.; Roberts, Jeremy – Grantee Submission, 2020
Understanding digital supports for early learning is paramount for school readiness and later mathematics learning. We present results from a randomized control trial evaluating a digital app (Measure Up!) and a parent companion app (Super Vision) designed to teach children measurement concepts, a skill that many teachers do not feel comfortable…
Descriptors: Program Evaluation, Instructional Effectiveness, Teaching Methods, Handheld Devices
Ajlen, Ronit; Plummer, Benjamin; Straub, Evan; Zhu, Erping – Center for Research on Learning and Teaching, 2020
Gameful pedagogy is "an approach that takes inspiration from well-designed games to create learning environments that support student motivation" (Holman, 2018, p. 1). According to Self-Determination Theory (Ryan & Deci, 2000), students are intrinsically motivated when their basic psychological needs for autonomy (the need to make…
Descriptors: Teaching Methods, Game Based Learning, Educational Games, Student Motivation
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Knorr, Nancy; Berkling, Kay – Research-publishing.net, 2020
iRead is an EU Project involving literacy games in Spanish, German, Greek, and English for L1 and L2 acquisition. Content is selected dynamically from a large database using linguistic rules based on the player profile. The teacher can view pupils' progress based on automated game sequences or assign games manually. This project strives to…
Descriptors: Student Attitudes, Teacher Attitudes, Elementary School Teachers, Elementary School Students
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Toharudin, Uus; Kurniawan, Iwan Setia; Fisher, Dahlia – European Journal of Educational Research, 2021
This study seeks to develop a learning method based on local wisdom that is developed to support the learning process. One of the pearls of wisdom used in developing learning methods is the traditional games of the Sundanese people, namely the Bebentengan game. This study aims to see the improvement of student learning outcomes by implementing the…
Descriptors: Games, Game Based Learning, Indigenous Knowledge, Folk Culture
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