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Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin; Lin, Pei-Chun – Journal of Educational Computing Research, 2020
When learning to write Chinese characters, it is essential for students to learn and maintain the correct order of the strokes. Chinese teachers often use computer-supported drill and practice to develop students' ability to write in the correct order, but such devices are rarely designed to stimulate learners' memory-manipulation in cognitive…
Descriptors: Chinese, Orthographic Symbols, Cognitive Processes, Difficulty Level
Saha, Sujay Kumar; Singh, Smriti – MEXTESOL Journal, 2021
In recent years, language games have become a matter of interest for educators not only because of their potential to enhance language learning experiences, but also in the support they give towards creating a multimodal and interactive classroom environment that leads children towards perceptual, behavioural, emotional and cognitive development…
Descriptors: Speech Skills, Communicative Competence (Languages), English (Second Language), Second Language Learning
Petner, Michael F., Jr. – ProQuest LLC, 2018
This dissertation is a qualitative research investigation that explores the educational experiences and perceptions of public school teachers (K-8) as they relate to the usage of educational video games in their classrooms. To shed light on the phenomenon, the study focused on providing in-depth descriptions of public school teacher narratives of…
Descriptors: Educational Games, Classroom Techniques, Game Based Learning, Public Schools
Smith, Nicola – Online Submission, 2018
The purpose of this qualitative exploratory case study was to garner knowledge on how teachers perceive the effects of gamification on students' academic performance on mathematics standardized examination. Gamification is a developing pedagogy with limited studies exploring its effectiveness in the discipline of mathematics. The 2 research…
Descriptors: Game Based Learning, Educational Games, Mathematics Instruction, Elementary School Teachers
Hee Jin Bang; Linlin Li – Age of Learning, Inc., 2020
An extensive body of empirical evidence shows that math skills at school entry are the strongest predictor of later academic success and educational attainment, but many children lack the opportunity to build the math skills needed for future success. Children who begin school with relatively low levels of math knowledge are at risk of falling…
Descriptors: Mathematics Skills, Elementary School Students, Program Effectiveness, Skill Development
Türkoglu, Bengü – International Journal of Progressive Education, 2019
This study aimed to examine the influence of the 'Board Game Based Cognitive Training Programme' (BGBCTP) on the cognitive development of the second and third graders among primary school children. BGBCTP is based on educational board games for second and third graders and aims to help them develop cognitive skills. Mixed method was used and it…
Descriptors: Instructional Effectiveness, Game Based Learning, Cognitive Development, Elementary School Students
Camilleri, Mark Anthony; Camilleri, Adriana Caterina – Interactive Technology and Smart Education, 2019
Purpose: A relevant literature review suggests that today's children are increasingly immersing themselves in ubiquitous technologies, including interactive media and digital games. Therefore, this paper aims to investigate the primary school students' intrinsic and extrinsic motivations toward learning via gameplay through their mobile devices,…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Elementary School Students
Khamparia, Aditya; Pandey, Babita; Mishra, Brijendra Pratap – Education and Information Technologies, 2020
In conventional classroom driven instructor training, disabled student achieved low personality & motivation, more mental load due to lack of practical learning and unsuitable usage of learning material through different simulated contexts. Therefore, intent of proposed study is to integrate microworld game-based learning to different learning…
Descriptors: Students with Disabilities, Game Based Learning, Physical Disabilities, Elementary School Students
Duncan, Keri J. – TechTrends: Linking Research and Practice to Improve Learning, 2020
This mixed-methods study examined student engagement and the development of twenty-first-century learning skills of collaboration, communication, creativity and critical thinking for Grade 3 students who used immersive game-based learning activities using Breakout EDU strategies compared to students who used traditional small-group methods. BOEDU…
Descriptors: Educational Technology, Technology Uses in Education, 21st Century Skills, Cooperation
Jacob, Robin; Erickson, Anna; Mattera, Shira – Journal of Research on Educational Effectiveness, 2020
This article reports findings from a one-year evaluation of a kindergarten math enrichment program. A randomized design was used to assess the impact of High 5s on children's math skills, attitudes towards math, language ability, and executive function for a sample of kindergarten students in New York City. High 5s math clubs were designed to…
Descriptors: Kindergarten, Supplementary Education, Young Children, Small Group Instruction
Vallorani, Cecilia Maria; Gibert, Isabel; Tuffnell, Christopher – International Journal of Mobile and Blended Learning, 2022
This study examines the use of gamification as an innovative assessment approach to foreign language learning with 12-14-year-old students. A mixed methodology has been applied. Quantitative data have been collected from formative non-gamified and gamified assessments. Qualitative data was collected from a student questionnaire. The results were…
Descriptors: Second Language Learning, Second Language Instruction, Computer Games, Game Based Learning
Vungthong, Sompatu – rEFLections, 2018
The 21st century marks the digital era which is characterised by advanced technology and witnesses the increasing use of visual design in the realm of education. Despite various studies addressing the roles of visual design, there is still limited understanding of its roles in electronic educational materials, especially for language learning and…
Descriptors: Visual Aids, Design, English (Second Language), Second Language Learning
Holly Yvonne Freeman Pope – ProQuest LLC, 2017
This dissertation examines the digital game-based learning experiences of historically underserved students in their elementary mathematics classes. Using the Digital Math Game-Based Experience Framework, I describe their experience in terms of the mathematical proficiency gains, cultural models of high functioning digital math game players, and…
Descriptors: Game Based Learning, Video Games, Educational Technology, Elementary School Students
Chu, Hui-Chun; Wang, Chun-Chieh; Wang, Lin – Educational Technology & Society, 2019
EFL (English as a foreign language) students usually learn by rote when they study English grammar. They usually memorize all the grammar rules mechanically instead of learning grammar in a structured way. Researchers have suggested that students can internalize knowledge via using knowledge construction tools and collaborated learning activities.…
Descriptors: Instructional Effectiveness, Concept Mapping, Cooperative Learning, Game Based Learning
Hoover, Jennifer Lauren – ProQuest LLC, 2019
Some approaches to teaching mathematics have led to decreased student motivation. Gamification is an application of game elements within nongame settings. While gamification may increase motivation in other contexts, its effective use in digital mathematics instruction to motivate elementary students is undetermined. Based on the constructs of…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Game Based Learning