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Byun, JaeHwan; Joung, Eunmi – School Science and Mathematics, 2018
Digital games (e.g., video games or computer games) have been reported as an effective educational method that can improve students' motivation and performance in mathematics education. This meta-analysis study (a) investigates the current trend of digital game-based learning (DGBL) by reviewing the research studies on the use of DGBL for…
Descriptors: Video Games, Computer Games, Educational Games, Elementary Secondary Education
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Wallon, Robert C.; Jasti, Chandana; Lauren, Hillary Z. G.; Hug, Barbara – Journal of Science Education and Technology, 2018
Argumentation has been emphasized in recent US science education reform efforts (NGSS Lead States 2013; NRC 2012), and while existing studies have investigated approaches to introducing and supporting argumentation (e.g., McNeill and Krajcik in "Journal of Research in Science Teaching," 45(1), 53-78, 2008; Kang et al. in "Science…
Descriptors: Science Instruction, Persuasive Discourse, Teaching Methods, Computer Games
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Lakanen, Antti Jussi; Isomöttönen, Ville – Informatics in Education, 2018
This longitudinal study investigates the impact of an extra-curricular programming workshop in student interest development in computer science. The workshop was targeted at 12-18-year old youngsters. A survey was sent to all previous participants with a known home address; 31.5% responded the survey (n = 197). This data was then combined with…
Descriptors: Computer Science Education, Extracurricular Activities, Programming, Workshops
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Jackson, Luke Conrad; O'Mara, Joanne; Moss, Julianne; Jackson, Alun C. – International Journal of Game-Based Learning, 2018
Digital games are currently viewed, by many within the field of education, as a way to engage and motivate students, and to assist them in acquiring content knowledge and skills. Despite the growing interest in using digital games, including serious games, this is the first critical review of the literature on the effectiveness of digital…
Descriptors: Computer Games, Teaching Methods, Instructional Effectiveness, Attitude Change
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Yilmaz, Ozgur; Bayraktar, Duygu Mutlu – International Journal of Game-Based Learning, 2018
This article investigates the effect of kinesthetic educational game on students' mental computation speed. A Solomon four-group design was used to avoid the influence of pretest-posttest design. In order to determine which grade is appropriate for this game, a pilot study was conducted with 30 students. As for the main study, 123 students…
Descriptors: Mental Computation, Computer Games, Kinesthetic Methods, Comparative Analysis
Durham, Mark H. – ProQuest LLC, 2018
This study used appreciative inquiry and was designed to explore university awareness of Internet gaming addiction and whether the university was prepared to address Internet gaming addiction as a community. Data collection for this study included interviews of a sample of university professionals, a field journal, and review and analysis of an…
Descriptors: Internet, Computer Games, Addictive Behavior, Higher Education
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Fowler, Samuel; O'Keeffe, Lisa; Cutting, Chelsea; Leonard, Simon – Australian Primary Mathematics Classroom, 2019
Understanding spatial reasoning is important to success in mathematics. This article shows how the proficiency strands in the "Australian Curriculum: Mathematics" provide the tools needed for effective teaching and learning of spatial thinking.
Descriptors: Spatial Ability, Thinking Skills, Mathematics Instruction, Mathematics Achievement
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Baturay, Meltem Huri; Toker, Sacip – Education and Information Technologies, 2019
Internet addiction among college students in terms of causes and effects are investigated. Correlation study method is utilized; structural equation modelling is applied to analyze the data. There are fifteen hypotheses generated for the model. The data is collected via numerous instruments proven as reliable and valid by the previous studies.…
Descriptors: Internet, Addictive Behavior, Undergraduate Students, Games
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Chen, Ching-Huei; Yeh, Hui-Chin – Technology, Pedagogy and Education, 2019
Student-generated questioning (SGQ) has been widely used to facilitate English learning in the Foreign Language classroom, with questions surrounding its quality and use in flipped classrooms remaining at the forefront of discussions. This study aims to explore the implications of integrating SGQ using a game-based learning platform named Kahoot,…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Blended Learning
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Bai, Hua – TechTrends: Linking Research and Practice to Improve Learning, 2019
The advancement of mobile technology has influenced teaching and learning at various educational levels. The mobility, ubiquity, and connectivity of mobile devices help to foster meaningful learning experience across contexts and in different subject areas. Positive results from mobile learning have been reported in the current literature. To help…
Descriptors: Teaching Methods, Telecommunications, Cooperative Learning, Inquiry
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Meral, Sert Agir – World Journal of Education, 2019
Examining attitudes of students towards learning, their academic achievements and internet addictions is the main focus of this study. With the institution permission obtained from the Provincial Directorate of National Education of Istanbul Governorship dated: 21.04.2016 and No: 59090411-20-E.4519158, a descriptive study in relational screening…
Descriptors: Student Attitudes, Academic Achievement, Internet, Addictive Behavior
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Asiri, Mohammed J. – International Journal of Education and Practice, 2019
To motivate learners, teachers of English as a foreign language (EFL) are encouraged to use gaming elements, which can stimulate students take a more active role in the learning process. There are many free and informal online applications now available to support this model, but not all EFL teachers, particularly female ones, are inclined to…
Descriptors: Teacher Attitudes, Language Teachers, English (Second Language), Second Language Learning
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Yong, Su Ting; Gates, Peter; Chan, Andy Tak-Yee – International Journal of Game-Based Learning, 2019
This article explores the potential use metacognitive skills learned in computer games to teach mathematics. This study explored the similarities and differences in the learning of metacognitive skills between computer games and mathematics education. A mixed-methods approach was employed in which a quantitative survey (students, n=174) and a…
Descriptors: Metacognition, Thinking Skills, Skill Development, Computer Games
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Sun-Lin, Hong-Zheng; Chiou, Guey-Fa – Educational Technology & Society, 2019
This study examined effects of gamified comparison on sixth graders' performance of algebra word problem solving and attitude toward algebra learning. Seventy-two sixth graders were invited to participate in a four-week experimental instruction and assigned to three groups: gamified comparison, comparison, and control. The results showed (1) a…
Descriptors: Grade 6, Algebra, Educational Games, Word Problems (Mathematics)
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Oliver, Kyle Matthew – Teaching Theology & Religion, 2019
This article presents a pedagogical approach to training seminarians for faith leadership in the era of what Heidi Campbell has called "networked religion." It argues that the increasing digital mediation of religious practice, expression, and community represents an opportunity for students to explore and inhabit ministry sites and…
Descriptors: Theological Education, Church Related Colleges, Social Change, Religion
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