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Irfan Fauzi; Andika Arisetyawan; Jiraporn Chano – International Online Journal of Primary Education, 2023
This study aims to develop a didactic design using Engklek games to teach the concept of fractions in elementary schools. This study combines a cultural approach, namely Engklek games with mathematics in the concept of fractions. This study used didactical design research, with 2 research subjects, namely 20 students in grade 5 for learning…
Descriptors: Game Based Learning, Elementary School Students, Grade 5, Fractions
Saad, Simone – ProQuest LLC, 2023
Using technology in the 1:1 classroom has been a focus of scholars and has become the educational standard for many schools, especially those in the United Arab Emirates (UAE). However, researchers have demonstrated that even though access to laptops is no longer an issue in many schools, there remains low integration of engaging activities in the…
Descriptors: Foreign Countries, Technology Uses in Education, Laptop Computers, Technology Integration
Hernandez, James Jeremy – ProQuest LLC, 2023
This qualitative study aimed to examine ways young children practice social skills and use language while playing the digital game Roblox in pairs, using a single electronic device, as framed through Vygotsky's Socio-cultural theory of learning. Roblox is a sandbox-style game comprising several mini-games, such as hide-and-seek simulators and…
Descriptors: Educational Technology, Video Technology, Game Based Learning, Grade 2
Sherry Y. Chen; Chia-Yi Tseng; Chao-Yang Cheng – Interactive Learning Environments, 2023
This study proposed a three-tier test to help students learn English grammar. To reduce students' anxiety, game-based learning was incorporated into the three-tier test, where personalization was also implemented to accommodate students' different needs. More specifically, we developed a Personalized Entertaining Three-Tier Test (PET3), which…
Descriptors: English (Second Language), Language Tests, Grammar, Game Based Learning
Aisyah Saad Abdul Rahim – Journal of Chemical Education, 2023
Educational escape rooms are immersive puzzle-based games that rely on teamwork skills in problem-solving, critical thinking, and communication. This paper describes the development of desert island themed escape rooms in a blended learning environment using physical and online puzzles that were hosted on Genially. The blended escape rooms were…
Descriptors: Game Based Learning, Puzzles, Teamwork, Problem Solving
Alexandra Rysulová – NORDSCI, 2023
Game jams, previously unexplored in education, involve interdisciplinary teams developing game prototypes rapidly. These events promote collaboration, diverse game development experiences, and innovative design. This paper examines game jams' educational potential, highlighting their role in cultivating technical prowess and vital soft skills like…
Descriptors: Game Based Learning, Soft Skills, 21st Century Skills, Interdisciplinary Approach
Yong Zeng – ProQuest LLC, 2023
This dissertation delves into the pedagogical implications of handheld/mobile game features on EFL learners' vocabulary learning outcomes. The research is segmented into two comprehensive studies. The first study, a systematic review spanning from 2011 to July 2022, scrutinizes empirical research detailing the correlation between various game…
Descriptors: Educational Technology, Handheld Devices, Game Based Learning, English (Second Language)
Sangmin-Michelle Lee – ReCALL, 2023
In recent years, the number of studies investigating the effectiveness of using digital games for incidental second language (L2) vocabulary learning has been rapidly increasing; however, there is still a lack of research identifying the factors that affect incidental L2 vocabulary learning. Hence, the current study examined vocabulary-related…
Descriptors: Second Language Learning, Vocabulary Development, Retention (Psychology), Game Based Learning
Yildiz, Merve; Karal, Hasan – International Journal of Computer Science Education in Schools, 2021
The purpose of this study is to introduce a developed activity which is named "CityMap" and to present an example of the implementation and evaluation process of a computer science unplugged activity through this activity. The aim of this activity is to write algorithms of going from one place to another using step by step instructions.…
Descriptors: Grade 6, Educational Games, Computer Science, Maps
Chase, Catherine C.; Malkiewich, Laura J.; Lee, Alison; Slater, Stefan; Choi, Ahram; Xing, Chenmu – British Journal of Educational Technology, 2021
It is difficult to motivate learners to seek out and persist at challenging learning tasks where failure is likely. However, in game environments, people seem highly motivated to engage with challenges and respond productively to failure. Many typical game features purportedly enhance intrinsic motivation and self-efficacy, which should improve…
Descriptors: Game Based Learning, Educational Games, Learning Processes, Programming
Egan, John D.; Banter, John N.; Sorgen, Carl H. – Journal of Leadership Education, 2021
This study examined escape rooms as a teaching strategy for developing four leadership competencies associated with communication. The results indicate that escape rooms are an effective teaching strategy for communication competency development in leadership education. One hundred and five participants engaged in an escape room experience…
Descriptors: Game Based Learning, Teaching Methods, Leadership Training, Competence
Aleman, Ezequiel; Nadolny, Larysa – Journal of Family and Consumer Sciences, 2021
Digital games can provide fun, motivating, and challenging experiences for students in the classroom. Recent research on educational games has shown that game play can positively influence academic achievement, engagement, and 21st century skills (Abdul Jabbar & Felicia, 2015; Qian & Clark, 2016). When playing games, students solve…
Descriptors: Video Games, Game Based Learning, Family and Consumer Sciences, Food Standards
Karamert, Önder; Kuyumcu Vardar, Aslihan – Journal of Educational Technology and Online Learning, 2021
This study aims to investigate the effect of gamification on fifth-grade students' academic achievements and attitudes towards mathematics course. For this purpose, the teaching process of the "fractions" as a subject of the mathematics course is equipped with gamification elements. The quasi-experimental design is preferred as the…
Descriptors: Game Based Learning, Teaching Methods, Instructional Effectiveness, Mathematics Instruction
Álvarez-Herrero, Juan-Francisco; Valls-Bautista, Cristina – European Journal of Science and Mathematics Education, 2021
This study consists of a longitudinal research using an active methodology to teach the contents of the periodic table to high school students, based on project-based learning and WebQuest. The aim of this investigation is to study the relationship between learning the periodic table and the type of strategy that students choose to achieve the…
Descriptors: Game Based Learning, Chemistry, High School Students, Student Projects
Gréhaigne, Jean-Francis; Godbout, Paul – Journal of Teaching in Physical Education, 2021
Purpose: The researchers discuss the debate of ideas (DoI) and student understanding conducted on questioning and student answers or discussions in game-based approaches and on DoI as used in the tactical-decision learning model. Literature Review: Literature regarding types of questions and expected student answers and questioning for learning in…
Descriptors: Team Sports, Physical Education, Teaching Methods, Game Based Learning

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