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Langenhagen, Julian – International Educational Data Mining Society, 2022
Although badges are among the most-used game elements in gamified education, studies about their optimal features to motivate learning are scarce. How should a badge be designed to represent an incentive for a specific goal like optimal exam preparation? This study examines usage data of a higher education learning app to determine whether the…
Descriptors: Data Analysis, Goal Orientation, Computer Software, Game Based Learning
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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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McGowan, Amanda L.; Gerde, Hope K.; Pfeiffer, Karin A.; Pontifex, Matthew B. – Early Education and Development, 2023
Research Findings: The present study examined the associations among meeting 24-hour movement behavior recommendations set by the World Health Organization (2019) and young children's self-regulation and quantity estimation skills in a sample of 123 children (n = 65 female; 4.9 ± 0.7 years) in mid-Michigan. Meeting screen time recommendations…
Descriptors: Motion, Child Behavior, Guidelines, Computation
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Tatar, Burcu H.; Gerde, Hope K. – Reading Teacher, 2023
Young children's engagement with digital tools (e.g., tablets, smartphones, ebooks/storyapps, and mobile apps) is increasing globally. This is inevitable in our digital world. Even though children primarily use digital technology for entertainment purposes, these tools offer valuable learning opportunities too. Importantly, adults can provide and…
Descriptors: Young Children, Parent Teacher Cooperation, Parent Participation, Mass Media Use
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Lin, Cheng-Ta – Turkish Online Journal of Educational Technology - TOJET, 2023
A purposive sampling was conducted with 109 students from Anding elementary school, Taiwan. First, we found perceived ease of learning, enjoyment, self-efficacy, social interaction and learning attitude have significant differences between integrated teaching approach and Spoon-feeding instruction in this study. Second, the research framework has…
Descriptors: Computer Assisted Instruction, Elementary School Students, Difficulty Level, Student Attitudes
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Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
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Valcke, Alanna; Nilsen, Elizabeth S. – Journal of Cognition and Development, 2023
To successfully navigate their social worlds, children must adapt their behaviors to diverse situations and do so in a fluid fashion. The current study explored preschool-aged children's sensitivity to a gameplay context (cooperative/competitive) and messages from another (fictional) player (team-oriented/self-oriented) while distributing gameplay…
Descriptors: Task Analysis, Audio Equipment, Social Behavior, Child Behavior
Matthew Finster; Lauren Decker-Woodrow; Barbara Booker; Craig A. Mason; Shihfen Tu; Ji-Eun Lee – Grantee Submission, 2023
COVID-19 contributed to the largest student performance decline in mathematics since 1990. The nation needs cost-effective mathematic interventions to address this drop and improve students' mathematics performance. This study presents a cost-effectiveness analysis (CEA) of three algebraic technological applications, across four conditions:…
Descriptors: COVID-19, Pandemics, Mathematics Instruction, Mathematics Achievement
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Sandberg, Magnus H.; Silseth, Kenneth – E-Learning and Digital Media, 2021
Henrik Ibsen's play "Peer Gynt" digs deep into the question of what it means to be oneself. An upcoming computer game version invites players to take on the role of Peer and thereby raises new questions about identity and identification. By recording dyads of students who play an early version of the game and analysing their interaction…
Descriptors: Computer Games, Classics (Literature), Educational Games, Role Playing
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Söylemez, Aydin – Malaysian Online Journal of Educational Technology, 2021
This research investigates the prediction of delaying gratification on game addiction among primary school students who attend the 3rd and 4th-grade. This study, in which the delay of gratification behaviour correlated with game addiction among children, was carried out using a descriptive survey model. The study sample consisted of 318 students…
Descriptors: Delay of Gratification, Computer Games, Addictive Behavior, Elementary School Students
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Altun, Ayse; Gormez, Erhan – Pakistan Journal of Distance and Online Learning, 2021
The aim of this study was to determine the attitudes of teachers towards using digital games in social studies courses. The sample of the study was consisted of social studies teachers and primary school teachers who attend social studies course in secondary schools affiliated to Van District National Education Directorate. Total 192 teachers…
Descriptors: Teacher Attitudes, Social Studies, Educational Technology, Technology Uses in Education
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Ensmann, Suzanne – TechTrends: Linking Research and Practice to Improve Learning, 2021
Imagine producing curricula to teach a new language to an audience in a different country that has never had access to computers or the Internet. How will instructional designers and teachers communicate when worlds are so vastly different? Before reading, writing, or speaking, images and movement facilitate communication. This article describes a…
Descriptors: Computer Games, Game Based Learning, Access to Computers, Internet
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Rahimi, Seyedahmad; Shute, Valerie; Zhang, Qian – International Journal of Technology in Education and Science, 2021
Persistence is an important part of student success--both in and out of school. To enhance persistence, we first need to assess it accurately. Digital games can be used as vehicles for measuring and enhancing persistence. The purpose of this study is to test the effects of (a) game-level characteristics (i.e., game mechanics and conceptual…
Descriptors: Educational Games, Computer Games, Game Based Learning, Problem Solving
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Riivari, Elina; Kivijärvi, Marke; Lämsä, Anna-Maija – Educational Technology Research and Development, 2021
Our study examined using a computer-based learning game as a tool to facilitate teaching and learning teamwork skills. The game was applied to an undergraduate level human resource management course at a business school in Finland. We focused on students' experiences and key learning outcomes of collaborative learning of teamwork skills through…
Descriptors: Computer Games, Cooperative Learning, Teamwork, Teaching Methods
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Su, Fan; Zou, Di; Xie, Haoran; Wang, Fu Lee – SAGE Open, 2021
Recent studies have increasingly investigated the effectiveness of both mobile and non-mobile digital game-based language learning. To gain an in-depth understanding of the differences in the effectiveness of mobile and non-mobile games, we compared studies from January 2000 to August 2020 investigating mobile game-based language learning (MGBLL)…
Descriptors: Handheld Devices, Computer Games, Game Based Learning, Second Language Learning
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