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Javora, Ondrej; Hannemann, Tereza; Volná, Kristina; Dechterenko, Filip; Tetourová, Tereza; Stárková, Tereza; Brom, Cyril – Journal of Computer Assisted Learning, 2021
The present study investigates affective-motivational, attention, and learning effects of unexplored emotional design manipulation: "Contextual animation" (animation of contextual elements) in multimedia learning game (MLGs) for children. Participants (N = 134; M[subscript age] = 9.25; Grades 3 and 4) learned either from an experimental…
Descriptors: Animation, Context Effect, Multimedia Materials, Instructional Materials
Hall, Tanithe – Teachers and Curriculum, 2021
This article explains a case study undertaken for the purposes of answering the research questions: What does STEM education look like in a Year 7/8 New Zealand classroom? How do Year 7/8 students engage in the interdisciplinary approach of STEM education? Do/how do students value STEM learning in contrast to individual subject learning? This case…
Descriptors: STEM Education, Grade 7, Grade 8, Value Judgment
Li, Linlin; Flynn, Kylie S.; DeRosier, Melissa E.; Weiser, Gary; Austin-King, Kelsey – Grantee Submission, 2021
School closures because of natural phenomena, such as COVID-19, have emphasized the importance of effective distance learning strategies when there are no in-person alternatives. Although infrequently mentioned in discussions of student performance, social-emotional skill building came to the forefront of conversations due to the isolation and…
Descriptors: COVID-19, Pandemics, School Closing, Social Emotional Learning
O'Grady-Jones, Mary; Grant, Michael M. – Gifted Child Today, 2023
The purpose of this research was to describe the impact of digital game building on fourth grade gifted and talented students' problem-solving, creativity, and collaboration skills. Increasingly, there has been a call to involve students in real-world experiences through projects that explore authentic issues using technology. Game design-based…
Descriptors: Academically Gifted, Talent, Computer Games, Educational Games
España-Delgado, José Antonio – HOW, 2023
The COVID-19 pandemic changed the way education was being taught. Due to school closures to prevent the spread of the disease, the education system resorted to distance learning to grant students' learning process. This research article reports a mixed-method study on technological resources and their impact on motivation during online lessons.…
Descriptors: Student Attitudes, Gamification, Online Courses, Second Language Learning
Nephawe, Farisani Thomas – Journal of English Teaching, 2023
Competence in the use of prepositions is versatile because they mark special relationships between persons, objects, and locations. However, using prepositions of time is challenging for many. The research investigated embodied pedagogical game approach in learning selected prepositions of time by Grade 7 English First Additional Language learners…
Descriptors: Form Classes (Languages), Time, Reliability, Grade 7
Hayak, Merav; Avidov-Ungar, Orit – TechTrends: Linking Research and Practice to Improve Learning, 2020
The present study examined teachers' perceptions regarding the integration of digital game-based learning (DGBL) into their instruction at different stages of their career, in terms of: (a) inhibiting and encouraging factors (b) motivating factors. The research involved 28 elementary school teachers who were integrating DGBL into their…
Descriptors: Game Based Learning, Teacher Attitudes, Elementary School Teachers, Beginning Teachers
McFeetors, P. Janelle; MacDonald, Broek – Australian Primary Mathematics Classroom, 2020
In this article, the authors explore a number of interesting games as contexts for students learning geometry and enhancing their development of problem solving and reasoning. The games selected were appealing, content-aligned games for approximately four players with simple rules and 10-30 minutes of play time. The games were integrated by…
Descriptors: Geometry, Mathematics Education, Game Based Learning, Play
Marnin-Distelfeld, Shahar – Journal of Education, 2020
This article deals with the card game "We Were Once" featuring the history of Kiryat Tivon. The game's components embody values expected to promote a sense of significance toward history among its young players. It consists of archival photos divided into 10 quartets: founders, mayors, beginnings, significant women, public buildings,…
Descriptors: History Instruction, Foreign Countries, Visual Literacy, Game Based Learning
Damjana, Lampe; Kozina, Francka Lovšin – Science Education International, 2020
In a consumer society, educating children for a healthy lifestyle is challenging for the teacher. Daily, children are exposed to large amounts of information (including misinformation) and the field of healthy eating is no exception. The teacher must, therefore, develop good teaching strategies that include informative/innovative teaching tools.…
Descriptors: Game Based Learning, Nutrition, Merchandise Information, Foreign Countries
Chen, Ching-Huei; Law, Victor; Huang, Kun – Educational Technology Research and Development, 2019
In a game-based learning (GBL) environment for seventh-grade students, this study investigated the impact of competition, engagement in games, and the relationship between the two on students' in-game performance and flow experience, which, in turn, impacted their science learning outcomes. Structural equation modeling was employed to test a…
Descriptors: Learner Engagement, Academic Achievement, Student Motivation, Game Based Learning
Lu Zhang; Yue Lei; Tim Pelton; Leslee Francis Pelton; Junjie Shang – Journal of Computer Assisted Learning, 2024
Background: Digital game-based learning (DGBL) has the potential to provide a gender inclusive learning environment for children. Objective: The present study aimed to explore gendered differences among primary school learners in grades three, four, and five within the context of game-based fraction learning from cognitive, motivational and…
Descriptors: Gender Differences, Game Based Learning, Mathematics Education, Electronic Learning
Tally, William; Brett, Jessica; Parris, John – Education Development Center, Inc., 2022
Since 2012, the Prudence Foundation has been working to address the gap in financial literacy in developing nations by creating and distributing financial literacy media and curricula targeting 7- to 10-year-olds in Asia and, more recently, Africa. "Cha-Ching!" is a multipronged learning initiative that reaches children, teachers, and…
Descriptors: Financial Literacy, Game Based Learning, Interaction, Video Games
Tally, William; Brett, Jessica; Parris, John – Education Development Center, Inc., 2022
This report shares findings from EDC's evaluation study of "Cha-Ching Money Adventures." "Cha-Ching" is an interactive learning game that introduces 7- to 10-year-olds to fundamental financial concepts and fosters family dialogue about financial decisions. The authors found that the game was engaging for eight- and…
Descriptors: Financial Literacy, Game Based Learning, Interaction, Video Games
Shi, Aili; Wang, Yamin; Ding, Nan – Interactive Learning Environments, 2022
As an emerging learning platform, game-based immersive virtual reality learning environments (GIVRLEs) have the potential to solve difficult teaching problems. This study designed a GIVRLE by integrating knowledge of quadratic functions into gameplay. Forty seventh graders who had never acquired that knowledge played the game and took pre- and…
Descriptors: Game Based Learning, Computer Simulation, Educational Games, Foreign Countries