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Siti Muthomimah; Fattah Hanurawan; Nur Eva; Hetti Rahmawati – Pegem Journal of Education and Instruction, 2023
Educational games are becoming a learning trend for elementary school students today because of their fun nature and attractive appearance which makes students interested in trying them. Pancasila educational games are also designed to make learning more interesting. Testing of educational games and their compatibility with human-computer…
Descriptors: Educational Games, Elementary School Students, Learner Engagement, Computer Games
Philippa Nicoll Antipas – set: Research Information for Teachers, 2023
This article draws on doctoral research into conferences for teacher professional learning and development (PLD). It outlines the literature on teacher PLD, and describes the process by which the collective, game-like activity, Plan D, was designed and prototyped. Plan D affords teachers the opportunity to design their own, bespoke, PLD…
Descriptors: Program Design, Faculty Development, Teacher Education, Conferences (Gatherings)
Lan-Anh Thi Le; Quynh-Nga Thi Tran; Kim-Dung Thi Nguyen; Ha Thi Nguyet Xuan – Journal of Education and e-Learning Research, 2023
Students can learn in a meaningful way through the use of educational games. When students apply their skills and information in order to progress through a game, a huge degree of engagement is generated among them in the classroom as a result both their capabilities and their learning increase. 153 children from primary schools in Vietnam…
Descriptors: Educational Games, Grade 4, Foreign Countries, Elementary School Students
Kanokrat Jirasatjanukul; Nuttakan Pakprod; Prueksa Dokkulab; Apatcha Changkwanyeun; Thada Jantakoon; Rukthin Laoha – Higher Education Studies, 2023
This research examined the process of creating educational innovations through cloud-based constructivism and connectivism learning for undergraduates. The objectives were as follows: (1) To examine the cloud-based constructivism and connectivism learning model's roles in helping undergraduates create educational innovations; and (2) To evaluate…
Descriptors: Educational Innovation, Internet, Computers, Information Technology
Elizabeth Caravella – Composition Forum, 2023
Responding to the call for embracing mêtis in the classroom, this piece puts scholarship on embodiment and emergent gameplay in conversation with one another to explore a potential means of cultivating "mêtic" intelligence in the composition classroom by empirically examining how the open world game "The Legend of Zelda: Breath of…
Descriptors: Rhetorical Theory, Rhetoric, Writing (Composition), Class Activities
Casey Hord; Benjamin Wiles – Teacher Education Quarterly, 2023
This study is a qualitative analysis of the work of preservice special education teachers on an activity during which they had to design a game that represented the concept of working memory. The study draws from the framework of model-eliciting activities that require students to develop structural representations of concepts that can be used to…
Descriptors: Preservice Teachers, Special Education Teachers, Learning Activities, Design
Roxburgh, Allison L. – ProQuest LLC, 2023
This mixed methods study examined how preservice teachers developed awareness and beliefs about design features and academic language features when choosing and evaluating digital math games for English language learners. The overarching research question for this study was, "How do preservice teachers develop awareness and beliefs about…
Descriptors: Preservice Teachers, Student Attitudes, Beliefs, Design
Increasing Math Knowledge in 3rd Grade: Evaluating Student Use & Teacher Perceptions of Imagine Math
Paoze Lee – ProQuest LLC, 2023
Students across the nation struggle with learning mathematics for a variety of reasons such as the abstract nature, there is only one correct answer and how math is foundational. With the recent increase in the use of digital programs, school districts across the nation have turned to digital math programs for math intervention and learning.…
Descriptors: Grade 3, Mathematics, Elementary School Mathematics, Game Based Learning
Agnes D. Garciano; Debbie Marie B. Verzosa; Ma. Louise Antonette N. De Las Peñas; Maria Alva Q. Aberin; Juan Carlo F. Mallari; Jumela F. Sarmiento; Mark Anthony C. Tolentino – International Association for Development of the Information Society, 2023
This paper discusses the "Just Keep Solving" apps that are designed based on deliberate practice model for developing mathematical skills. Features of deliberate practice include well-defined goals involving areas of weakness as determined by a knowledgeable other such as a teacher. The integration of game design features provides a…
Descriptors: Students, Student Centered Learning, Play, Electronic Learning
Kirk Vanacore; Adam Sales; Allison Liu; Erin Ottmar – Grantee Submission, 2023
Computer-assisted learning platforms (CALPS) increasingly include gamified elements to improve student outcomes by enhancing their engagement with content. Although evidence exists that gamified programs increase engagement and learning outcomes, there is little causal research on what programmatic mechanisms drive the effect between engagement…
Descriptors: Educational Games, Gamification, Algebra, Mathematics Instruction
Tang, Joni Tzuchen; Nine, Wei Tung; Wang, Yi Chen – Education and Information Technologies, 2023
Children always have a natural inclination to play, so the purpose of game-based learning is to establish a way for children to acquire knowledge while playing. This study is to discover the relationship between children's play preferences and learning performances toward a mathematics mobile game we designed. The tablet game we designed,…
Descriptors: Preschool Education, Preschool Children, Mathematics Education, Game Based Learning
Meyer, Joerg – Teaching Statistics: An International Journal for Teachers, 2019
A formula is derived for a 'two-dice horse race', in which two ordinary dice are thrown repeatedly and each time the sum of the scores determines which horse (numbered 2 to 12) moves forward one space. This paper answers a question posed in a former "Teaching Statistics" article, and demonstrates the value of simulation.
Descriptors: Statistics, Probability, Mathematical Formulas, Educational Games
Feuerstein, Abe – Social Studies, 2019
According to the Securities Industry and Financial Markets Association, which sponsors the Stock Market Game (SMG), more than 600,000 students participate in the SMG each year. The rationale for the game's inclusion in the school curriculum generally focuses on the positive contributions the game is thought to provide with respect to students'…
Descriptors: Corporations, Investment, Educational Games, Money Management
Rachel Schechter; Isabella Ilievski; Kenny Lam; Paul Chase – Online Submission, 2025
This study evaluated the effectiveness of Edpuzzle, an interactive media learning tool, in enhancing student achievement in Math and English Language Arts (ELA) among grades 3-11 students in a participating California school district during the 2023-2024 academic year. Employing a retrospective design, the evaluation analyzed Edpuzzle usage data…
Descriptors: Language Arts, Academic Achievement, Elementary School Students, Secondary School Students
Zhitian Skylor Zhang; Martina Seemann; Richard Joos; Markus Suren; Helge Fischer; Mathias Hofmann – Journal of Creative Behavior, 2025
Given the increasing emphasis on game-based approaches (GBAs) and the critical importance of cultivating creativity, there is an urgent need for a comprehensive examination of this emerging interdisciplinary field. The present study employs a scoping review methodology to provide an overview of the existing research that utilized GBAs as a means…
Descriptors: Creativity, Teaching Methods, Game Based Learning, Interdisciplinary Approach

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