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Tucker, Stephen I.; Johnson, Teri Nicole – AERA Online Paper Repository, 2020
Number sense is the foundation of arithmetic and algebra, yet relatively little research has deeply investigated what children do as they develop number sense. This case study provides insights into that development as it occurred during interactions with a multi-touch mathematics digital game, including conceptually congruent gestures. Findings…
Descriptors: Numbers, Computer Games, Cognitive Development, Preschool Children
Huiqing Hu – ProQuest LLC, 2020
College students often view statistics as challenging and unpleasant to learn (Ben-Zvi et al., 2017). Digital games designed for educational purposes have been found to be effective for promoting statistics learning and motivation to learn statistics (e.g. Boyle et al., 2014). However, research is currently lacking on the best practices for…
Descriptors: Computer Games, Statistics, Self Efficacy, Context Effect
Hsu, Tzu-Yuan; Chiou, Guey-Fa – Journal of Educational Multimedia and Hypermedia, 2019
The purpose of this study was to investigate pre-service teachers' perceptions of digital game-supported learning (DGSL). A survey questionnaire was developed to investigate those perceptions. The questionnaire consisted of four dimensions: teachers' prior digital game-playing experience, attitudes toward digital gaming, digital gaming…
Descriptors: Preservice Teachers, Computer Games, Student Attitudes, Game Based Learning
Flores Marin, Monica; Pinto Tapia, Victor; Espinoza Salguero, Maria Teresa – Journal of Information Technology Education: Research, 2019
Aim/Purpose: This research is a comparative test between two Human Computer Interaction (HCI) design approaches - Apple versus one informed by child users. Background: There are studies concerning the creation of graphical interfaces for kids, however, they do not involve them in the design process. On the other hand, operating systems such as…
Descriptors: Usability, Computer Games, Handheld Devices, Computer Interfaces
Albertazzi, Deise; Ferreira, Marcelo Gitirana Gomes; Forcellini, Fernando Antônio – Technology, Knowledge and Learning, 2019
This paper presents an overview of gamification research. It introduces a panoramic research map that comprises a research map and keyword maps for each year of publication of research on gamification. The panoramic research map resulted in a detailed view of gamification research: covered areas, types of published papers, gaps, and most…
Descriptors: Computer Games, Information Retrieval, Research Reports, Learning Experience
Ali Soyoof; Barry Lee Reynolds; Rustam Shadiev; Boris Vazquez-Calvo – Computer Assisted Language Learning, 2024
While the study of serious games has received due attention, few studies have investigated their potentials of simultaneously offering a route to both content and language acquisition. Understanding the interdisciplinary educational affordance of serious game play is significant, as it might provide game designers and teachers with insight into…
Descriptors: Computer Assisted Instruction, Computer Games, Second Language Learning, Second Language Instruction
Ari Muhammad Syifa; Lilla Musyahda; David Segoh – Journal of Education and Learning (EduLearn), 2024
This systematic literature review (SLR) aimed to investigate the potential of digital online game-based learning (DOGBL) to enhance motivation in English as a foreign language (EFL). Online gaming has grown in popularity among students, opening up the possibility of using games as powerful instructional resources. Academic achievement depends on…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Computer Games
Matthew Finster; Lauren Decker-Woodrow; Barbara Booker; Craig A. Mason; Shihfen Tu; Ji-Eun Lee – Journal of Research on Educational Effectiveness, 2024
COVID-19 contributed to the largest student performance decline in mathematics since 1990. The nation needs cost-effective mathematic interventions to address this drop and improve students' mathematics performance. This study presents a cost-effectiveness analysis (CEA) of three algebraic technological applications, across four conditions: From…
Descriptors: Cost Effectiveness, Mathematics Achievement, Efficiency, COVID-19
Morales-Garcia, Lizzet; Sandoval, Catalina Navarro; González, María del Socorro García – EURASIA Journal of Mathematics, Science and Technology Education, 2022
The aim of this research is to propose indicators of epistemic and mediational suitability to assess tasks designed in a mobile learning context, using theoretical and methodological elements of the onto-semiotic approach (OSA) and the SAMR model (substitution, augmentation, modification, and redefinition). With these indicators, 110 tasks…
Descriptors: Task Analysis, Mathematics Instruction, Number Concepts, Telecommunications
Yeo, Jun-Hui; Cho, I.-Hsuan; Hwang, Gwo-Haur; Yang, Hsi-Hsun – Educational Technology Research and Development, 2022
Gender and prior knowledge may affect students' performance and motivation when simulations and games are used for learning. Accommodations should be made for students of different genders and with different levels of prior knowledge. A simulation digital game about the food chain concept geared for elementary school students was developed for…
Descriptors: Gender Differences, Prior Learning, Food, Biology
Magana, Alejandra J.; Hwang, Jisoo; Feng, Shi; Rebello, Sanjay; Zu, Tianlong; Kao, Dominic – Journal of Computer Assisted Learning, 2022
Background: Previous work has identified that the benefits of learning with videogames and learning from simulations. However, recent meta-analytic work has also identified that little research directly compares learning with videogames and learning with simulations. Objectives: This study examines two learning technologies and their corresponding…
Descriptors: Computer Simulation, Computer Games, Video Games, Inquiry
Langenhagen, Julian – International Educational Data Mining Society, 2022
Although badges are among the most-used game elements in gamified education, studies about their optimal features to motivate learning are scarce. How should a badge be designed to represent an incentive for a specific goal like optimal exam preparation? This study examines usage data of a higher education learning app to determine whether the…
Descriptors: Data Analysis, Goal Orientation, Computer Software, Game Based Learning
Handayani, Prathini Khafifah; Arip, Asep Ginanjar; Nur, Sofyan Hasanuddin – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2022
The students' explaining skill is interrelated with their conceptual understanding. This study aimed to determine the effect of the implementation of the student facilitator and explaining model assisted by the media game on the students' explaining skills related to environmental pollution. This quasi-experimental research was using a pre-test…
Descriptors: Concept Formation, Educational Games, Computer Games, Teaching Methods
McGowan, Amanda L.; Gerde, Hope K.; Pfeiffer, Karin A.; Pontifex, Matthew B. – Early Education and Development, 2023
Research Findings: The present study examined the associations among meeting 24-hour movement behavior recommendations set by the World Health Organization (2019) and young children's self-regulation and quantity estimation skills in a sample of 123 children (n = 65 female; 4.9 ± 0.7 years) in mid-Michigan. Meeting screen time recommendations…
Descriptors: Motion, Child Behavior, Guidelines, Computation
Tatar, Burcu H.; Gerde, Hope K. – Reading Teacher, 2023
Young children's engagement with digital tools (e.g., tablets, smartphones, ebooks/storyapps, and mobile apps) is increasing globally. This is inevitable in our digital world. Even though children primarily use digital technology for entertainment purposes, these tools offer valuable learning opportunities too. Importantly, adults can provide and…
Descriptors: Young Children, Parent Teacher Cooperation, Parent Participation, Mass Media Use