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Albarracín, Lluís; Hernàndez-Sabaté, Aura; Gorgorió, Núria – International Journal of Mathematical Education in Science and Technology, 2022
In this article, we present an educational proposal designed to work on spatial geometry and three-dimensional thinking with students in the last years of Primary Education. The proposal is comprised of several activities that combine the use of a classroom videogame and working with manipulative materials to create a representation of the…
Descriptors: Video Games, Design, Spatial Ability, Geometric Concepts
Alzubaidi, Amani Hashim; Alanazi, Nouf Arrak; Alwahbi, Najla Turki – International Journal of Education in Mathematics, Science and Technology, 2023
The study aimed to identify the reality of the employment of educational electronic games from the point of view of elementary school teachers in the Kingdom of Saudi Arabia. The researchers used the descriptive approach; a questionnaire was used to collect the data needed for the research after verifying its validity and reliability. The study…
Descriptors: Technology Integration, Educational Games, Video Games, Elementary School Teachers
Sima Özdemir Bülbül; Esra Mindivanli Akdogan – International Journal of Contemporary Educational Research, 2023
Digital games have become more involved in our lives and entertainment culture with the development of technology. Digital games, which individuals of all ages play and derive great enjoyment from at the the same time, have been actively used in educational activities. However, it is seen that the games used in the education process are mostly…
Descriptors: Grade 6, Middle School Students, Educational Games, Computer Games
Eva Fidia Lestari; Masagus Firdaus; Hanni Yukamana – Journal of English Teaching, 2024
The pandemic has affected many aspects of our lives including education and that has caused the Government to provide alternative teaching methods and make recommendations for online learning. Since smartphones and laptops using the internet are the only tools for learning, students are increasingly playing online games and being exposed to…
Descriptors: Grade 7, Computer Games, Video Games, Game Based Learning
Merve Kasim; Yasemin Deringöl – Education and Information Technologies, 2025
The aim of this study is to investigate the impact of technology-supported mathematical modeling method on the mathematical skills of a fourth-grade student with Mathematical Learning Disabilities. The study group consists of a fourth-grade student. It was discovered that the student lacked numerical and logical skills compared to other students.…
Descriptors: Educational Technology, Technology Uses in Education, Grade 4, Mathematics Instruction
Liu, Ze-Min; Fan, Xianli; Liu, Yujiao; Ye, Xin-dong – British Journal of Educational Technology, 2022
Children's unexpected cardiac arrest warrants cardiopulmonary resuscitation (CPR) by kindergarten teachers. Yet, recent research revealed trained personnel reporting poor transfer of acquired skills during real-world emergencies with conventional CPR training. Immersive virtual reality (IVR) training induces a greater sense of presence and agency…
Descriptors: Kindergarten, Preservice Teachers, First Aid, Computer Simulation
Christina D. Brooks – ProQuest LLC, 2022
Students in Urban District 1 were not meeting grade level learning outcomes in mathematics on state- and district-administered benchmark assessments. The purpose of this study was to determine if including a specific educational video game (EVG), Prodigy, in mathematics instruction with third-grade students would influence students' math…
Descriptors: Urban Schools, Video Games, Educational Games, Mathematics Instruction
Benton, Laura; Joye, Nelly; Sumner, Emma; Gauthier, Andrea; Ibrahim, Seray; Vasalou, Asimina – British Journal of Educational Technology, 2023
Digital literacy games can be beneficial for children with reading difficulties as a supplement to classroom instruction and an important feature of these games are the instructional supports, such as feedback. To be effective, feedback needs to build on prior instruction and match a learner's level of prior knowledge. However, there is limited…
Descriptors: Elementary School Students, Reading Difficulties, Game Based Learning, Literacy Education
Katerina Dawn Lavides Sieg Thomas – ProQuest LLC, 2023
This narrative self-study explores an elementary school teacher's curriculum-making during a critical incident in their career (March 2020-May 2020 and August 2020-December 2020) teaching during the COVID-19 pandemic. Using narrative inquiry and memory-work, I consider the tensions within curricular forces and identity and the ways in which my…
Descriptors: Curriculum Development, COVID-19, Pandemics, Personal Narratives
Jake McMullen; Antti Koskinen; Tomi Kärki; Antero Lindstedt; Saku Määttä; Hilma Halme; Erno Lehtinen; Minna M. Hannula-Sormunen; Kristian Kiili – Mathematical Thinking and Learning: An International Journal, 2024
Adaptive expertise is a highly sought after, but difficult to achieve, outcome of mathematics education. Many teaching methods appear to support the development of adaptive expertise only in a small proportion of students. Game-based learning environments may be useful for supporting adaptive expertise. Therefore, we carried out a…
Descriptors: Game Based Learning, Number Concepts, Knowledge Level, Intervention
Sun, Liping; Chen, Xiaojun; Ruokamo, Heli – International Journal of Technology in Teaching and Learning, 2021
In primary education, digital games give students the opportunity to explore and participate in digital learning environments. Several researchers have found that digital game-based learning in primary education has many benefits. However, studies have also identified certain problems related to the use digital games in learning. This paper…
Descriptors: Video Games, Game Based Learning, Learning Activities, Elementary School Students
Pehlivan Coskun, Yagmur; Seker, Perihan Tugba – International Journal of Education and Literacy Studies, 2022
In this study, workshop suggestions are offered to improve the speaking skills of secondary school 5th-grade students through web-based games. The qualitative method was used in the study, and the data were obtained by document analysis. The study includes web 2.0 supported activity suggestions planned to support and improve the speaking skills of…
Descriptors: Workshops, Speech Skills, Speech Improvement, Secondary School Students
Romero-Hernandez, Alejandro; Gonzalez-Riojo, Manuel; El Yamri, Meriem; Manero, Borja – Educational Technology & Society, 2022
The performing arts are currently in a critical situation worldwide. Various reports warn that the lack of audience. If we focus on dance, and especially folk dances, the situation is worse. In various countries and continents, folk dances are slowly disappearing. In Spain, we find evidence of the downward trend in terms of the number of attendees…
Descriptors: Video Games, Dance, Foreign Countries, Folk Culture
LaMear, Rachel; von Gillern, Sam – Changing English: Studies in Culture and Education, 2023
This study investigates how young elementary children engage with conceptions of gender in connection to video gameplay in the language arts classroom. During a three-week unit on video game literacies in a multiage lab school, children learned about, played, discussed, and wrote about video games. Student writing, game reviews, and literature…
Descriptors: Critical Literacy, Gender Differences, English Instruction, Language Arts
Halimeh Khattib; Dorit Alt – Education and Information Technologies, 2024
Digital technology has broadened educational opportunities in science, positioning gamification as a pivotal tool. However, its full potential in enhancing science education has not been thoroughly explored. Addressing this research gap, this study delves into the less examined aspects of gamification within science education. Employing a…
Descriptors: Educational Technology, Technology Uses in Education, Science Education, Gamification