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Akinci-Cosgun, Aysegül; Tezel-Sahin, Fatma – International Electronic Journal of Elementary Education, 2022
This study aims to examine the effect of the "Number and Operation Training Program" on early mathematics ability and mother-child relationship at home. In an experimental design, pre-test, post-test, permanence test were used with control groups. A total of 21 children and their mothers participated in the research; consisting of 13…
Descriptors: Foreign Countries, Early Childhood Education, Mathematics Education, Parent Child Relationship
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Carman, Angela; Brady, Christy; Conatser, Trey – College Teaching, 2022
Game-based learning offers a compelling prospect for innovative teaching and student engagement, but popular examples often involve either complex, time-consuming systems that invite high-order thinking, or simpler, quick versions that reward memorization. Far less common are games that fit low-stakes activities (such as concept review) but…
Descriptors: Thinking Skills, Skill Development, Game Based Learning, Instructional Innovation
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Petritis, Steven J.; Byrd, Katherine M.; Schneller, Will – Journal of Chemical Education, 2022
For years, hybridization in chemistry has been taught using static pictures and model kits. We decided to reimagine how students learn hybridization through the development of a mobile learning tool. The tool contains gamification features, such as achievements and progressive leveling that keep students engaged, while the mobile platform allows…
Descriptors: Science Instruction, Chemistry, Teaching Methods, Scientific Concepts
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Rumeser, David; Emsley, Margaret – Journal of Applied Research in Higher Education, 2022
Purpose: The purpose of this paper is to help project management (PM) game designers and educators in simulating complexity in PM games and in assessing the effect of simulated project complexity levels on students' learning experience. To achieve this aim, the authors attempt to design and evaluate two computer-based project crashing games (PCGs)…
Descriptors: Educational Games, Management Development, Learning Experience, Computer Games
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Yang, Jie Chi; Chung, Ching-Jung; Chen, Mei-Shan – Journal of Computer Assisted Learning, 2022
Background: Performance goal orientations are influential motivational factors for predicting learning performance. However, a lack of attention has been paid to investigating the effects of performance goal orientations on learning performance and in-game performance in the context of digital game-based learning. Objectives: This study…
Descriptors: Educational Games, Game Based Learning, Academic Achievement, Goal Orientation
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Kärki, Tomi; McMullen, Jake; Lehtinen, Erno – Educational Studies in Mathematics, 2022
Rational number knowledge is a crucial feature of primary school mathematics that predicts students' later mathematics achievement. Many students struggle with the transition from natural number to rational number reasoning, so novel pedagogical approaches to support the development of rational number knowledge are valuable to mathematics…
Descriptors: Number Concepts, Elementary School Mathematics, Elementary School Students, Predictor Variables
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Gupta, Poornima; Goyal, Preeti – International Journal of Educational Management, 2022
Purpose: The purpose of this paper is to design and incorporate gamebased pedagogy grounded in self-determination theory (SDT) for a higher education course in a business school program. Design/methodology/approach: The study evaluates the learning outcomes of students from higher education in gamified and non-gamified contexts. The study was…
Descriptors: Game Based Learning, Self Determination, Higher Education, Teaching Methods
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Yuwono, Cahyo; Rahayu, Tandiyo; Sulaiman; Rustiadi, Tri – International Journal of Education in Mathematics, Science and Technology, 2022
This research aims to develop a model of floor gymnastics learning and rhythmic activities with the TPSR approach. The subjects of this study were students of grades 1, 2, 3 of State Elementary School 01 Sampangan Gajah Mungkur District of Semarang City and SDN Srondol Kulon 02, with a total of 76 students. The development research design has used…
Descriptors: Athletics, Grade 1, Grade 2, Grade 3
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Yang, Hongzhi; Tsung, Linda; Cao, Lu – SAGE Open, 2022
Virtual reality (VR) for Language learning has been shown effective in improving students' communication skills. However very few studies reveal the communication strategies students used in communicating in a VR environment, especially in learning Chinese as a foreign or second language (CFL/CSL). In this pilot study, a prototype Virtual…
Descriptors: Communication Strategies, Chinese, Second Language Instruction, Second Language Learning
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El Mawas, Nour; Trúchly, Peter; Podhradský, Pavol; Medvecký, Martin; Muntean, Cristina Hava – Knowledge Management & E-Learning, 2022
The number of science, technology, engineering, and mathematics (STEM)-related jobs is increasing all around the world and especially in Europe. However, teachers face many difficulties in making STEM related classes more attractive and motivating the students to learn. This paper presents two case studies involving 116 students from two European…
Descriptors: STEM Education, Game Based Learning, Computer Games, Student Motivation
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Belda-Medina, Jose; Calvo-Ferrer, José Ramón – Education Sciences, 2022
There is a good body of literature about digital-game-based language learning (DGBL), but research has mainly focused on students as game players rather than as future educators. This paper reports on a research conducted among 154 teacher candidates at a higher-education institution in Spain regarding the adoption of digital games in education.…
Descriptors: Computer Games, Game Based Learning, Preservice Teachers, Educational Games
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Riley, Jen; Nicewicz, Kate – Marketing Education Review, 2022
Soft skills (active listening, attention to detail, avoiding technology-based distractions, etc.) are a growing need in today's workforce. Yet, finding the time, methods, and space within marketing classes can be a challenge. Faced with the task of teaching students not only how to function in their daily roles once in the workforce, the authors…
Descriptors: Age Groups, Teaching Methods, Creative Activities, Soft Skills
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Gala, Prachi; Woodroof, Parker; Drehmer, Charles – Marketing Education Review, 2022
The "2021 Society for Marketing Advances Annual Conference," in Orlando, Florida, offered thirty-four "Teaching Moments" from marketing educators around the globe. The purpose of the "Teaching Moments" sessions was to quickly advance innovative teaching techniques, ideas and assignments allowing other educators to…
Descriptors: COVID-19, Pandemics, Educational Innovation, Marketing
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O'Grady-Jones, Mary; Grant, Michael M. – Gifted Child Today, 2023
The purpose of this research was to describe the impact of digital game building on fourth grade gifted and talented students' problem-solving, creativity, and collaboration skills. Increasingly, there has been a call to involve students in real-world experiences through projects that explore authentic issues using technology. Game design-based…
Descriptors: Academically Gifted, Talent, Computer Games, Educational Games
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Milkova, Eva; Pekarkova, Simona – Interactive Learning Environments, 2023
The presented study focuses on children aged from 5 to 6.5 who attend Czech kindergartens. Its purpose is to explore a potential positive impact of an educational game application on malleability of children's spatial skills through the application usage. The research was conducted as a pedagogical experiment in which the pre-test and post-test…
Descriptors: Spatial Ability, Kindergarten, Preschool Children, Educational Games
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