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Liu, Sa; Liu, Min – AERA Online Paper Repository, 2021
To understand how learner metacognition and goal orientation affect learner problem-solving in a Serious Game (SG) environment, this study examined 12 undergraduate students' metacognition, goal orientations, and problem-solving performances and processes while playing a SG that adopts problem-based learning pedagogy to teach space science.…
Descriptors: Metacognition, Goal Orientation, Problem Solving, Undergraduate Students
Macey Cartwright – ProQuest LLC, 2021
Math proficiency rates are strikingly low for children from high poverty communities. Therefore, it is urgent to find solutions that help them develop basic math skills. Given theoretical considerations about math learning, a potentially promising option is to target children's cognitive engagement. In this study, I investigate a program that was…
Descriptors: Cognitive Processes, Mathematics Skills, Mathematics Achievement, Low Achievement
David W. Braithwaite; Robert S. Siegler – Grantee Submission, 2021
Learning fractions is a critical step in children's mathematical development. However, many children struggle with learning fractions, especially fraction arithmetic. In this article, we propose a general framework for integrating understanding of individual fractions and fraction arithmetic, and we use the framework to generate interventions…
Descriptors: Fractions, Addition, Middle School Mathematics, Middle School Students
David W. Braithwaite; Robert S. Siegler – Journal of Educational Psychology, 2021
Learning fractions is a critical step in children's mathematical development. However, many children struggle with learning fractions, especially fraction arithmetic. In this article, we propose a general framework for integrating understanding of individual fractions and fraction arithmetic, and we use the framework to generate interventions…
Descriptors: Fractions, Addition, Middle School Mathematics, Middle School Students
Tamara L. Anderson – ProQuest LLC, 2021
High school science classes can be difficult for students to be successful in because of the content-specific vocabulary and the expectation of prior knowledge in the subject area that teachers have of their students. The use of digital games in the classroom can provide teachers with the tools to help students scaffold their learning and better…
Descriptors: High School Students, High School Teachers, Science Instruction, Science Education
Rosalyn Kelson Richards – ProQuest LLC, 2021
Many researchers have observed that gamified mixed reality learning environments (gMRLEs) can increase learner engagement, motivation, knowledge acquisition, and critical thinking. However, there is no consensus on strategies and methods for designing gMRLEs. The purpose of this qualitative Delphi study was to identify best practices in designing…
Descriptors: Best Practices, Gamification, Game Based Learning, Computer Simulation
Craig D. Howard; John W. Baaki – International Journal of Designs for Learning, 2021
This article presents two similar design cases and a discussion of how like values resulted in dissimilar design moves. Both cases were gamified learning activities for graduate students in instructional design. Both interventions employed rapid prototyping and were delivered synchronously in an at-a-distance setting. This article compares the two…
Descriptors: Design, Instructional Design, Learning Activities, Graduate Students
Ganzeboom, Mario; Bakker, Marjoke; Beijer, Lilian; Strik, Helmer; Rietveld, Toni – International Journal of Language & Communication Disorders, 2022
Background: The increasing need for speech therapy due to our ageing population raises the demand on therapeutical resources. To meet this demand, innovative delivery of speech training is required. eHealth applications may provide a solution, as intensified and prolonged training is only possible and affordable in patients' home environment.…
Descriptors: Diseases, Patients, Outcomes of Treatment, Speech Impairments
Günes, Gökhan – Early Child Development and Care, 2022
This study sought an answer to the question whether the digitalization of play is technological mutation or digital evolution. To this end, 14 studies published over the last five years were reviewed and discussed under four themes, namely digital technology and children, parents', and teachers' perceptions of digital technology, screen effects,…
Descriptors: Play, Young Children, Early Childhood Education, Video Games
Acuña-Umaña, K.; Gómez-Quirós, Carla; Herrera-Sancho, Oscar Andrey – Physics Education, 2022
The implementation of theatre as a didactic tool for teaching science provides a new perspective on the importance of interdisciplinary approaches in the construction of meaningful learning experiences. Gamification and collaborative work are functional strategies to teach scientific concepts in a creative way. However, there are still conceptual…
Descriptors: Teaching Methods, Science Instruction, Theater Arts, Interdisciplinary Approach
Szu S. Ling; Fabrice Saffre; Deborah L. Gater; Lilia Halim; Abdel F. Isakovic – Journal of Chemical Education, 2024
Computer quiz games are introduced to improve teaching and learning in a freshman engineering chemistry course in an English-as-a-second-language (ESL) environment. These quiz games are developed and implemented as supplemental and augmentative tools to enhance traditionally delivered lectures. The paper shows an increase in students' motivation…
Descriptors: Computer Assisted Testing, Tests, Chemistry, Engineering Education
Qian Xu; Jennifer C. Richardson – Online Learning, 2024
Scholars indicated that learners who are strategic with their language learning (e.g., selfregulated learning [SRL], cognitive and meta-cognitive strategies) tend to be more efficient, resourceful, and flexible, and thus have better language learning outcomes (Oxford, 2016; Heo et al., 2012; Plonsky, 2011). Besides focusing on the knowledge,…
Descriptors: Metacognition, Learning Strategies, Outcomes of Education, Vocabulary Development
Eleni Meletiadou – IAFOR Journal of Education, 2024
Playmobil pro is an innovative modelling kit for adults that encourages creative thinking in the university/workplace. International multilingual students often disclose that they have little opportunity to develop their intercultural awareness, and cross-cultural and multilingual communicative competencies while engaging in meaningful activities…
Descriptors: Intercultural Communication, Cultural Differences, Cultural Background, Workshops
Tüzün, Hakan; Barab, Sasha A.; Thomas, Michael K. – Turkish Journal of Education, 2019
The purpose of this study was to identify motivational elements of an online multi-player educational computer game that uses a 3D multi-user environment to immerse children ages 9-12 in educational tasks. The methodological approach design ethnography, a process that involves using ethnographic methods when the researchers are both observers and…
Descriptors: Learning Motivation, Educational Games, Computer Games, Video Games
Avdiu, Eliza – Educational Process: International Journal, 2019
Contemporary literature studies show constant changes in the world of learning and teaching, and over the years game-based learning has been considered one of the most effective ways to learn something new. The purpose of this research was to understand the teaching practices used in game-based learning, and its importance in the elementary school…
Descriptors: Game Based Learning, Foreign Countries, Teaching Methods, Elementary School Teachers

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