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Edina-Timea Opri?; Iuliana Zsoldos-Marchis; Edit Egri – Open Education Studies, 2024
Problem-solving competency is important not only in many careers but also in everyday life. Successful problem solvers regulate their cognitive processes and emotions. Our research aimed to study the impact of gamified problem sheets designed in Seppo on self-regulated learning skills. The intervention was carried out with second-year students in…
Descriptors: Instructional Effectiveness, Game Based Learning, Teaching Methods, Problem Solving
Opri?, Edina-Timea; Bálint-Svella, Éva; Zsoldos-Marchi?, Iuliana – Acta Didactica Napocensia, 2021
Gamification is a rather new method in education and unfortunately is not a widely known method among Hungarian primary school teachers in Romania. This paper presents the knowledge and opinion of pre-service preschool and primary school teachers about gamification and its use in education. In this study 81 Primary and Preschool Pedagogy students…
Descriptors: Foreign Countries, Game Based Learning, Teaching Methods, Preservice Teachers
Diaconu-Gherasim, Loredana R.; Brumariu, Laura E.; Moore, Michael T.; Kerns, Kathryn A. – Educational Psychology, 2023
This study evaluated the relations between adolescents' school and career future time perspective and their academic-related outcomes (i.e. grades, learning problems, and task orientation) and whether mastery goals are mediators of these relations. Romanian adolescents (N = 229, 59% girls) completed questionnaires assessing future orientation,…
Descriptors: Mastery Learning, Academic Achievement, Time Perspective, Futures (of Society)
Toma, Florentina; Diaconu, Daniel Constantin; Popescu, Cristina Maria – Education Sciences, 2021
The present study aims to display how using a personal assessment environment based on the interactive Kahoot! platform actively supports the teaching-learning process. The goal is to improve the instructive-educational process by applying a learning platform based on play and digital technology that favors a qualitative educational endeavor. The…
Descriptors: Educational Technology, Technology Integration, Electronic Learning, Game Based Learning
Debrenti, Edith; László, Beáta – Acta Didactica Napocensia, 2020
Our research focuses on developing elementary students' mental computation skills with the help of card games. Choosing this area of study was motivated by our personal experiences, namely, that mathematics programmes of study do not lay emphasis on this aspect; there are too few hours dedicated to developing this skill, and several mental…
Descriptors: Elementary School Students, Cognitive Development, Games, Mathematics Instruction
Michaelides, Michalis P. – Applied Measurement in Education, 2019
The Student Background survey administered along with achievement tests in studies of the International Association for the Evaluation of Educational Achievement includes scales of student motivation, competence, and attitudes toward mathematics and science. The scales consist of positively- and negatively keyed items. The current research…
Descriptors: International Assessment, Achievement Tests, Mathematics Achievement, Mathematics Tests
Cremin, Teresa; Glauert, Esme; Craft, Anna; Compton, Ashley; Stylianidou, Fani – Education 3-13, 2015
In the light of the European Union's interest in creativity and innovation, this paper, drawing on data from the EU project Creative Little Scientists (2011-2014), explores the teaching and learning of science and creativity in Early Years education. The project's conceptual framework, developed from detailed analysis of relevant literatures,…
Descriptors: Science Instruction, Inquiry, Creative Teaching, Creativity