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José Nunes da Silva Júnior; José Mariano de Sousa Oliveira; Jean-Yves Winum; Antonio José Melo Leite Junior; Francisco Serra Oliveira Alexandre; David Macedo do Nascimento; Ulisses Silva de Sousa; Antônia Torres Ávila Pimenta; André Jalles Monteiro – Journal of Chemical Education, 2024
The educational game Interactions 500 was extensively used remotely during the COVID-19 Pandemic as an activity at the Federal University of Ceará (Brazil) to help students review intermolecular forces. In the postpandemic years, the game was also used face-to-face in the classroom. However, Apple Store and Google Play Store removed it from their…
Descriptors: Chemistry, Science Activities, Educational Games, COVID-19
Stone, Bessie G.; Mills, Kathy A.; Saggers, Beth – Australasian Journal of Special and Inclusive Education, 2019
There is an absence of research into online friendships and video gaming activities of students with autism spectrum disorder (ASD). In this article we describe how friendships of students with ASD were developed in an online multiplayer context using the popular sandbox game, Minecraft. Multimodal analysis of the data demonstrated that online…
Descriptors: Autism, Pervasive Developmental Disorders, Friendship, Computer Games
From Gaming to Computational Thinking: An Adaptive Educational Computer Game-Based Learning Approach
Hooshyar, Danial; Pedaste, Margus; Yang, Yeongwook; Malva, Liina; Hwang, Gwo-Jen; Wang, Minhong; Lim, Heuiseok; Delev, Dejan – Journal of Educational Computing Research, 2021
Educational games have been increasingly used to improve students' computational thinking. However, most existing games have focused on the theoretical knowledge of computational thinking, ignoring the development of computational thinking skills. Moreover, there is a lack of integration of adaptivity into educational computer games for…
Descriptors: Educational Games, Computer Games, Game Based Learning, Computation
Grizioti, Marianthi; Kynigos, Chronis – British Journal of Educational Technology, 2021
In this paper, we discuss the need for new approaches to research regarding coding to support students in developing practices in computational thinking, such as abstraction and decomposition, in multidisciplinary contexts. We explore students' activities with a tool integrating constructionist textual programming activity with game-based learning…
Descriptors: Computer Games, Thinking Skills, Interdisciplinary Approach, Coding
Yang, Yang; Wang, Li; Wang, Qi – Child Development, 2021
Cultural experiences can influence how people attend to different emotional cues. Whereas semantic content explicitly describes feelings, vocal tone conveys implicit information regarding emotions. This cross-cultural study examined children's attention to emotional cues in spoken words. The sample consisted of 121 European American (EA) and 120…
Descriptors: Children, Child Development, Whites, Asians
Bodzin, Alec; Junior, Robson Araujo; Hammond, Thomas; Anastasio, David – Journal of Science Education and Technology, 2021
An immersive virtual reality (iVR) game for high school students to learn about locations in their watershed with a primary focus on their city was designed and developed, employing a design model that focuses on flow. An exploratory study with the iVR game was conducted in an urban school in the eastern USA with 57 adolescents ages 16-18 from a…
Descriptors: High School Students, Computer Games, Computer Simulation, Place Based Education
Litster, Kristy; Lommatsch, Christina W.; Novak, Joshua R.; Moyer-Packenham, Patricia S.; Harmon, M. Jill; Roxburgh, Allison L.; Bullock, Emma P. – International Journal of Science and Mathematics Education, 2021
This study explored associations among children's prior attitudes, prior mathematics knowledge, and frequency of digital game use, with children's perceptions of game affordances, and transfer to out-of-game performance when interacting with digital math games, with respect to gender. Participants were 187 children (ages 8-12). An SEM mediation…
Descriptors: Gender Differences, Pretests Posttests, Computer Games, Student Attitudes
da Silva, Rafael Leonardo – TechTrends: Linking Research and Practice to Improve Learning, 2021
This article describes the results of a qualitative study that aimed at investigating moral decision-making processes of prospective government workers using a game-based tool. Three participants volunteered to participate in the research process, which included playing a short point-and-click narrative game and a focus group. Data was analyzed…
Descriptors: Decision Making, Empathy, Computer Games, Educational Games
Conesa, Pedro Javier; Duñabeitia, Jon Andoni – Journal of Educational Research, 2021
In terms of critical skills for academic achievement, the literature has revealed that the development of executive functions (EF) plays a key role. Although numerous researchers have aimed to improve EF through computerized cognitive training interventions, the evidence of the effect derived from these interventions remains ambiguous. The purpose…
Descriptors: Preadolescents, Elementary School Students, Academic Achievement, Instructional Effectiveness
Yee, Sean P.; Roy, George J.; Graul, LuAnn – Mathematics Teacher: Learning and Teaching PK-12, 2020
As mathematical patterns become more complex, students' conditional reasoning skills need to be nurtured so that students continue to critique, construct, and persevere in making sense of these complexities. This article describes a mathematical task designed around the online version of the game Mastermind to safely foster conditional reasoning.
Descriptors: Mathematical Concepts, Logical Thinking, Computer Games, Mathematics Activities
Czauderna, André; Budke, Alexandra – Education Sciences, 2020
This paper examines how digital strategy and management games that have been initially designed for entertainment can facilitate the practice of dynamic decision-making. Based on a comparative qualitative analysis of 17 games--organized into categories derived from a conceptual model of decision-making design--this article illustrates two ways in…
Descriptors: Decision Making, Computer Games, Game Based Learning, Geography Instruction
Ju, Song; Zhou, Guojing; Barnes, Tiffany; Chi, Min – International Educational Data Mining Society, 2020
Identifying critical decisions is one of the most challenging decision-making problems in real-world applications. In this work, we propose a novel Reinforcement Learning (RL) based Long-Short Term Rewards (LSTR) framework for critical decisions identification. RL is a machine learning area concerning with inducing effective decision-making…
Descriptors: Decision Making, Reinforcement, Artificial Intelligence, Man Machine Systems
Eadaoin J. Slattery; Paula Lehane; Deirdre Butler; Michael O'Leary; Kevin Marshall – Review of Education, 2025
Minecraft is a popular digital game-based learning (DGBL) tool used in learning environments around the world. With increasing emphasis on evidence-informed practice and policymaking in educational systems, this paper systematically reviews the evidence base behind the use of Minecraft in improving academic, cognitive, motivational-affective and…
Descriptors: Game Based Learning, Computer Games, Educational Games, Children
I. Nyoman Laba Jayanta; G.A.P. Suprianti; Ni Nyoman Ganing; I. G.A. Lokita Purnamika Utami – International Journal of Language Education, 2025
Many elementary school students do not enjoy learning English due to ineffective instructional approaches that limit independent learning. While digital technology offers potential solutions, its educational use faces challenges such as misinformation and students' low digital resilience. This study investigates the current levels of digital…
Descriptors: Foreign Countries, Game Based Learning, Elementary School Students, Grade 5
Levy, Helena; Hanulíková, Adriana – Language Learning, 2023
We use a novel paradigm to examine the effect of language exposure and variable input on the acquisition of words in primary school--aged children. Children growing up with different languages and foreign or regional accents in their input might benefit from their experience with variability when learning new words from peers with unfamiliar…
Descriptors: Linguistic Input, Second Language Learning, Second Language Instruction, Pronunciation

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