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Can, Derya – Journal of Theoretical Educational Science, 2020
The aim of this study is to examine the games in ABCya (https://www.abcya.com/) based on the learning trajectories for the development of number concept. To achieve this aim in the study it was examined which ABC educational game application support the learning trajectory and the development level related to number concept of games. This research…
Descriptors: Concept Formation, Number Concepts, Computer Games, Educational Games
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Kuo, Wei-Chen; Hsu, Ting-Chia – Asia-Pacific Education Researcher, 2020
This study utilized unplugged computational thinking learning material named Robot City as the instructional material. The board game corresponds to structural programming, including sequential structure, conditional structure, repetitive structure, and the modeling concept of calling a procedure in programming languages. According to the…
Descriptors: Thinking Skills, Computation, Educational Games, Instructional Materials
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Hazar, Esin – Online Submission, 2020
It has been an educational policy for the Turkish educational authorities to teach English as a foreign language from early ages of children. This research attempts to determine the role of digital games on enhancing English vocabulary and to compare games with pen and paper practices. For this purpose, digital games on EBA (Education Informatics…
Descriptors: Video Games, Vocabulary Development, English (Second Language), Second Language Learning
David William Hooks – ProQuest LLC, 2020
This qualitative action research dissertation was an endeavor to strengthen the practitioner-researcher's ability to foster collaboration skills among eighth grade students in his elective science, technology, engineering, and mathematics (STEM) class. The research question that anchored this study was: To what extent can I foster effective…
Descriptors: Cooperation, Group Activities, Middle School Students, Technology Uses in Education
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Hunt, Jessica; Taub, Michelle; Marino, Matthew; Duarte, Alejandra; Bentley, Brianna; Holman, Kenneth; Banzon, Allison – Learning Disabilities: A Contemporary Journal, 2022
Teaching and learning fraction concepts continues to be increasingly challenging, especially for elementary and middle school mathematics teachers and students in intervention settings. It is critical for educators to implement instruction that proactively considers engagement, access, and conceptual growth for all students. Dream 2B, a web-based…
Descriptors: Mathematics Instruction, Teaching Methods, Elementary School Mathematics, Middle School Mathematics
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Hussein, Mahmood H.; Ow, Siew Hock; Elaish, Monther M.; Jensen, Erik O. – Education and Information Technologies, 2022
The application of mathematical skills is essential to our daily routine and is foundational for numerous disciplines. Among various computer-supported learning methods, Digital Game-Based Learning (DGBL) has been perceived as a promising method in teaching mathematics, promoting students' interest, and motivation. Therefore, the aim of this…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Mathematics Instruction
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Ergül, Ebru; Dogan, Mustafa – International Journal of Progressive Education, 2022
This article seeks to determine how game-based mathematics teaching affects students' success when compared with conventional instruction for the place value concept in primary school. The study was carried out with a convergent/parallel mixed-method research design. The study group consisted of 51 second-grade primary school students and their…
Descriptors: Game Based Learning, Elementary School Students, Grade 2, Mathematics Instruction
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Ward, Monica; Mozgovoy, Maxim; Purgina, Marina – International Journal of Game-Based Learning, 2019
Learning a language is challenging and it is important that learners be kept motivated throughout the process. Many Irish primary school children are not particularly motivated to learn the language and there are few computer assisted language learning (CALL) resources available to them. WordBricks is an app that enables learners to construct only…
Descriptors: Irish, Elementary School Students, Computer Assisted Instruction, Game Based Learning
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Owen, V. Elizabeth; Roy, Marie-Helene; Thai, K. P.; Burnett, Vesper; Jacobs, Daniel; Keylor, Eric; Baker, Ryan S. – International Educational Data Mining Society, 2019
Games in service of learning are uniquely positioned to offer immersive, interactive educational experiences. Well-designed games build challenge through a series of well-ordered problems or activities, in which perseverance is key for working through ingame failure and increasing game difficulty. Indeed, persistence through challenges during…
Descriptors: Educational Games, Persistence, Productivity, Student Behavior
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Martínez, Camila; Maurits, Natasha; Maassen, Ben – Child Language Teaching and Therapy, 2023
GraphoGame is a computer-based game that trains grapheme-to-phoneme associations and has been shown to benefit reading acquisition in different languages and countries. In transparent languages, such as Spanish, learning grapheme-to-phoneme associations is of great importance when learning to read, and GraphoGame can help children at risk of…
Descriptors: Intervention, Identification, Reading Difficulties, Spanish Speaking
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Chen, Chia-Chen; Huang, Po-Hao – Interactive Learning Environments, 2023
In order to explore whether STEAM education in combination with elementary school curriculums can help students' learning performance, this study developed a digital learning system. This digital learning system combined STEAM concepts with elements of gamebased learning. This study developed the curriculum content based on the unit of…
Descriptors: Art Education, STEM Education, Electronic Learning, Handheld Devices
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Alarcón-Espinoza, Marina; Samper, Paula; Anguera, M. Teresa – Journal for the Study of Education and Development, 2023
Focusing on school tasks and regulating emotions are often challenges for students to achieve. The objective of this research is to describe and analyse the behaviours associated with emotional regulation that affect the way students participate in the classroom and contribute to the subject matter. From the mixed methods perspective, an…
Descriptors: Elementary School Students, Grade 5, Grade 6, Grade 3
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Andriyani – Mathematics Teaching Research Journal, 2023
Cognitive and psychomotor capabilities are two critical interrelated abilities to improve student learning outcomes. Both abilities play a role in understanding new information and developing fine motor skills. Hence, schools train students these two abilities to equip them with basic skills in solving mathematical problems such as basic…
Descriptors: Game Based Learning, Teaching Methods, Psychomotor Skills, Mathematics Instruction
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Hsu, Chung-Yuan; Liang, Jyh-Chong; Chuang, Tsung-Yen; Chai, Ching Sing; Tsai, Chin-Chung – Educational Studies, 2021
This study aimed to investigate differences in junior and senior (categorised by their years of teaching experience) elementary school teachers' perceptions of the Technological Pedagogical Content Knowledge -- Games (TPACK-G), attitudes towards game, and actual teaching usage. It also aimed to probe how each of the two groups' TPACK-G perceptions…
Descriptors: Elementary School Teachers, Teaching Experience, Game Based Learning, Pedagogical Content Knowledge
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Christopoulos, Athanasios; Sprangers, Pieter – Cogent Education, 2021
This study analyzes the integration of an educational technology platform and relates the difficulties faced amidst the Covid-19 pandemic. Initially, we sought to identify the chief barriers educators face when considering the adoption of Information and Communication Technology (ICT). Factors influencing primary and secondary education teachers'…
Descriptors: Educational Technology, Technology Integration, Information Technology, COVID-19
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