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Coleman, Thomas E.; Money, Arthur G. – Higher Education: The International Journal of Higher Education Research, 2020
Student-centred learning forms a major driver behind educational policy and practice in the modern day. With a drive towards embracing the possibilities of technology within the classroom, especially digital video games, it is vital to have an understanding of where such games are delivering and where their potential has yet to be explored. With…
Descriptors: Student Centered Learning, Educational Games, Computer Games, Video Games
Wahdan, Mohammed – Online Submission, 2020
This research project is an ambitious scheme to dissect in some detail and to put and implement an appropriate remedial strategy/s to an educational dilemma facing young English language learners. In specific stage through their academic progress, some students face reading fluency problem. Special concern is given in this research to those…
Descriptors: Educational Games, Reading Difficulties, Reading Fluency, Grade 5
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Owen Gottlieb; Ian Schreiber – International Journal of Designs for Learning, 2020
Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on…
Descriptors: Game Based Learning, Educational Games, History Instruction, Design
Lambert, Richard G. – Center for Educational Measurement and Evaluation, 2023
This study sought to investigate whether there were performance differences between the children who engaged with the Ignite by Hatch™ educational gaming system using the English- or Spanish-language versions of the games. Differential item functioning methods (DIF) were employed to investigate these differences. Specifically, DIF analyses can…
Descriptors: Comparative Analysis, Educational Games, Spanish, English
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Milkova, Eva; Pekarkova, Simona; Azim, Muhammad; Jabin, Bushra – Interactive Learning Environments, 2023
School readiness is recognized as one of the key starting points for children's further success in their school work and in their subsequent career. However, many kindergarten teachers still miss and long for a comprehensive, reliable and standardized diagnostic tool which could help them recognize the level of children's school readiness. That is…
Descriptors: Educational Games, School Readiness, Aptitude Tests, Computer Assisted Testing
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Pellas, Nikolaos – Journal of Computer Assisted Learning, 2023
Background: Owing to the exponential growth of three-dimensional (3D) environments amongst researchers and educators to create simulation games (SGs) in primary education, there is a growing interest to examine their potential support in computer science courses instead of visual programming environments. Objectives: This study explores the…
Descriptors: Computation, Thinking Skills, Programming, Skill Development
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Teke, Hacer; Sever, Gulsah – International Journal of Education and Literacy Studies, 2023
The aim of this study is to reveal the applications for the tools, methods, and strategies used to provide motivation in online instrument education in line with the opinions of instrument educators. In the study, interview, observation, and literature review, which are among the qualitative research methods, were used. Within the scope of the…
Descriptors: Student Motivation, Musical Instruments, Music Education, Online Courses
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El-Badramany, Mohamed Atef; Khalifa, Mai Elsayed; Mekky, Dina Samir; Soliman, Noha Mohamed – Contemporary Educational Technology, 2023
The purpose of this study was to investigate the influence of cognitive training (CT) using mobile applications on attentional control and impulsivity among pre-service teachers. Pre-service teachers were divided into two groups: experimental (n=25) and control (n=14) groups, they were selected from a large sample (n=718). Over 28 sessions, the…
Descriptors: Cognitive Development, Training, Computer Oriented Programs, Attention Control
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Chen, Yu-Chi; Chao, Chi-Yu; Hou, Huei-Tse – Journal of Educational Computing Research, 2023
Pattern recognition is an important skill in computational thinking. In this study, an equation puzzle game was developed by combining pattern recognition with algebraic reasoning, and scaffolding was designed to support learners' learning. Sixty participants were enrolled in this study, divided into a control group and an experimental group to…
Descriptors: Pattern Recognition, Skill Development, Educational Games, Computation
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Kuzembayeva, Gulzhana; Kuanyshbayeva, Assel; Maydangalieva, Zhumagul; Spulber, Diana – Journal of Education and e-Learning Research, 2023
The quality of foreign language teaching (FLT) is inextricably linked with developing students' communicative competence (CC), a complex formation that is being comprehended by methodologists. The term "communicative competence" (CC) implies the speaker's production of grammatically correct language appropriate to various social settings…
Descriptors: Preservice Teachers, Teacher Education Programs, Communicative Competence (Languages), Role Playing
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Zwanch, Karen; Broome, Bridget – Mathematics Teacher: Learning and Teaching PK-12, 2023
Generalizing patterns is an important feature of algebraic reasoning that is accessible to students across grade-levels because it connects their numerical reasoning to algebraic reasoning. In this article, the authors describe how teachers can use the game Crack the Code to introduce generalizing to their students or can extend students'…
Descriptors: Mathematics Education, Elementary School Mathematics, Grade 6, Mathematics Instruction
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Fu-Hsing Tsai – SAGE Open, 2023
The cultivation of computational thinking and programing education have gained prominence in K-12 education worldwide. Primary school teachers should be proficient in visual programing and using microcontrollers to teach programing courses. To cope with these trends, a learning activity was developed and implemented in Taiwan's primary teacher…
Descriptors: Preservice Teachers, Teacher Education Programs, Programming, Computer Science Education
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Linlin Li; Kylie Flynn; Chun-Wei Huang; Ruchita Patel; Kim Luttgen – Society for Research on Educational Effectiveness, 2023
Background/Context: Research has shown that students with strong social-emotional skills demonstrate greater motivation to learn, have more positive attitudes toward school, participate more actively in activities, and show better academic performance than students with social-emotional challenges (Gresham et al., 2020; Kostelnik et al. 2015).…
Descriptors: Elementary School Students, Grade 3, Social Emotional Learning, Educational Games
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Rahimi, Seyedahmad; Shute, Valerie J.; D'Mello, Sidney K. – AERA Online Paper Repository, 2023
We investigated the effects of in-game learning supports' timing in a game called Physics Playground where we randomly assigned 149 students (M[subscript age] = 14, SD = 0.96) to receive learning supports either Before (n = 50) or After (n = 46) playing game levels--a no-support Control (n = 53) condition was included. We found that students…
Descriptors: Educational Games, Middle School Students, High School Students, Physics
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Fussell, Stephanie G.; Truong, Dothang – Interactive Learning Environments, 2023
Virtual reality (VR) is the latest type of technology being developed and rapidly integrated into training environments. This study investigated students' intentions to use VR for training. The Technology Acceptance Model (TAM) was expanded to include two factors that are relevant to using VR in a dynamic learning environment. A survey of 310…
Descriptors: Computer Simulation, Aviation Education, Technology Uses in Education, Student Attitudes
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