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Semih Cayak; Ozge Erduran-Tekin – Journal of Education in Science, Environment and Health, 2024
The purpose of this research is to examine the relationship between primary school students' school happiness and digital game addictions. The study group of this research, which was designed in the relational survey model, consists of 204 fourth-grade primary school students studying in the Pendik district of Istanbul. In the research, the…
Descriptors: Elementary School Students, Psychological Patterns, Addictive Behavior, Video Games
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
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
Brownell, Cassie J. – Teachers College Record, 2021
Background/Context: Educators have considered how Minecraft supports language and literacy practices in the game and in the spaces and circumstances immediately surrounding gameplay. However, it is still necessary to develop additional conceptualizations of how children and youth's online and offline worlds and experiences are blurred by and…
Descriptors: Grade 4, Elementary School Students, Writing Assignments, English Instruction
Bullock, Emma P.; Roxburgh, Allison L.; Moyer-Packenham, Patricia S.; Bektas, Elif; Webster, Joseph S.; Bullock, Kathleen A. – Journal of Computer Assisted Learning, 2021
This study focused on an examination of how type, quality and children's awareness of design features in digital math games, along with an awareness of the mathematics goals of the game, were related to learning outcomes. We conducted a parallel conversion mixed methods study with 45 students in Grades 3 and 4 (ages 9-10). Students participated in…
Descriptors: Mathematics Instruction, Game Based Learning, Video Games, Outcomes of Education
Yang, Jie Chi; Kuo, Wen-Chi – Journal of Computer Assisted Learning, 2022
Background: Digital game-based learning (DGBL) has been shown to be an effective strategy for promoting learning motivation. However, a lack of attention has been paid to investigating the effects of individual differences on elementary students' reading motivation and in-gaming achievements in DGBL. Objectives: This study developed an educational…
Descriptors: Grade 3, Grade 4, Grade 5, Elementary School Students
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
Bag, Hasan; Çalik, Muammer – Physics Education, 2021
The aim of this study is to design an argumentation-based educational digital game to teach the subject of force. Through a design-based research method, each game section includes the argumentation questions that foster students to think about the 'force' subject. We pilot studied the game with 12 grade 4 students in a state primary school. After…
Descriptors: Science Instruction, Teaching Methods, Persuasive Discourse, Educational Games
Yeh, Yu-chu; Ting, Yu-Shan – British Journal of Educational Psychology, 2023
Background: Creativity is an important ability for problem-solving in both personal life and academic learning. Few creativity studies have investigated the development of children's creativity in disadvantaged rural areas or compared the rural-urban differences through digital game-based creativity learning. Understanding such differences can…
Descriptors: Elementary School Students, Grade 3, Grade 4, Grade 5
Schmidt, Catarina – Ethnography and Education, 2020
This paper draws on a longitudinal ethnography of nine children's use of texts in and out of school in a multilingual setting in Sweden. The aim of this contribution is to reflect on the ways in which four out of these nine children are able to represent their literacies in school and in that way also represent their experiences and identities.…
Descriptors: Ethnography, Democracy, Power Structure, Multilingualism
Hall, Jennifer; Suurtamm, Christine – International Electronic Journal of Mathematics Education, 2020
Media play an important role in young people's lives as an agent of socialization, both generally and with regard to mathematics. To understand the mathematics-related messages disseminated to young people via popular media, we analyzed portrayals of mathematics and mathematicians in over 40 media examples (television shows, movies, websites,…
Descriptors: Mass Media Role, Socialization, Mathematics, Personality Traits
Shewmake, Cole J.; Merrie, Michael D.; Calleja, Paul – Physical Educator, 2015
Literature indicates that technology, including exergaming, is popular among adolescents and can be used as a supplemental tool in the physical education classroom. Therefore, the purpose of this study was to examine third and fourth grade students' perceived enjoyment and exertion levels toward exergaming in relation to traditional physical…
Descriptors: Physical Education, Video Games, Supplementary Education, Elementary School Students
Dezuanni, Michael; O'Mara, Joanne; Beavis, Catherine – E-Learning and Digital Media, 2015
This article investigates 8-and 9-year-old girls' use of the popular game "Minecraft" at home and school, particularly the ways in which they performatively "bring themselves into being" through talk and digital production in the social spaces of the classroom and within the game's multiplayer online world. We explore how the…
Descriptors: Electronic Learning, Females, Children, Video Games
Zorbaz, Selen Demirtas; Ulas, Ozlem; Kizildag, Seval – Educational Sciences: Theory and Practice, 2015
This study seeks to analyze whether or not the following three variables of "Discouraging Family Relations," "Supportive Family Relations," "Total Time Spent on the Computer," and "Grade Point Average (GPA)" predict elementary school students' video game addiction rates, and whether or not there exists a…
Descriptors: Addictive Behavior, Family Relationship, Elementary School Students, Grade Point Average
Zhao, Zhuxuan; Linaza-Iglesias, José L. – Electronic Journal of Research in Educational Psychology, 2015
Introduction: The study was carried out with children of 2nd, 4th and 6th grades of elementary school in order to explore what and how will children learn from a completely new videogame. Method: We organized children from 2nd, 4th and 6th grades of elemental school, giving them chance to play a freshly released videogame by that time. We formed…
Descriptors: Video Games, Educational Technology, Grade 2, Grade 4