Publication Date
In 2025 | 1 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 5 |
Descriptor
Grade 5 | 5 |
Student Interests | 5 |
Video Games | 5 |
Educational Games | 3 |
Educational Technology | 2 |
Foreign Countries | 2 |
Grade 6 | 2 |
Grade 7 | 2 |
Grade 8 | 2 |
Mathematics Instruction | 2 |
Program Effectiveness | 2 |
More ▼ |
Source
AERA Online Paper Repository | 1 |
Educational Technology &… | 1 |
Journal of Computers in… | 1 |
Journal of Education and… | 1 |
Mathematics Teaching in the… | 1 |
Author
Ahmad Muhajir | 1 |
Annetta, Leonard | 1 |
Arita Marini | 1 |
Cheng, Meng-Tzu | 1 |
Desy Safitri | 1 |
El Yamri, Meriem | 1 |
Folta, Elizabeth | 1 |
Fusarelli, Bonnie | 1 |
Gonzalez-Riojo, Manuel | 1 |
Gusti Yarmi | 1 |
Holmes, Shawn | 1 |
More ▼ |
Publication Type
Journal Articles | 4 |
Reports - Research | 4 |
Reports - Descriptive | 1 |
Speeches/Meeting Papers | 1 |
Education Level
Elementary Education | 5 |
Grade 5 | 5 |
Middle Schools | 5 |
Intermediate Grades | 4 |
Grade 6 | 2 |
Grade 7 | 2 |
Grade 8 | 2 |
Junior High Schools | 2 |
Secondary Education | 2 |
Grade 10 | 1 |
Grade 11 | 1 |
More ▼ |
Audience
Location
Indonesia | 1 |
Kansas | 1 |
Spain | 1 |
Spain (Madrid) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Iva Sarifah; Ahmad Muhajir; Arita Marini; Gusti Yarmi; Desy Safitri; Leola Dewiyani – Journal of Education and Learning (EduLearn), 2025
This study aims to develop a mobile game using the QuizWhizzer application to improve fifth graders' learning interest in mathematics at Kalibata 04 Elementary School, South Jakarta, Indonesia. The contribution of this study is to enhance the interest in mathematics learning for students in all elementary schools in South Jakarta, Indonesia. This…
Descriptors: Telecommunications, Handheld Devices, Grade 5, Student Interests
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
Hsu, Kuang-Chen; Hsu, YuPing; Olesh, Ryan – AERA Online Paper Repository, 2017
This study attempts to gain insight into whether and what types of gamification have the potential to contribute to students' learning performances while also remaining gender equality in science education. Two types of game elements including competition (gamified animation) and cooperation (social gamified animation) were integrated into an…
Descriptors: Educational Games, Educational Technology, Animation, Video Games
Parker, Tom – Mathematics Teaching in the Middle School, 2012
As a fifth-grade mathematics teacher, the author tries to create authentic problem-solving activities that connect to the world in which his students live. He discovered a natural connection to his students' real world at a computer camp. A friend introduced him to Alice, a computer application developed at Carnegie Mellon, under the leadership of…
Descriptors: Video Games, Computer Oriented Programs, Problem Solving, Computers
Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi – Journal of Computers in Mathematics and Science Teaching, 2014
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Descriptors: Educational Games, Science Instruction, Student Interests, Learning Activities