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Showing 1 to 15 of 25 results Save | Export
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Sittichai Wichaidit; Manabu Sumida – Science Education International, 2023
The conceptual change approach has been a prevalent theoretical foundation for comprehending students' acquisition of scientific knowledge. Despite its extensive use, only a limited number of studies have employed this framework to examine the effectiveness of game-based learning (GBL). The GBL was utilized to teach 101 middle school students…
Descriptors: Game Based Learning, Instructional Effectiveness, Science Education, Middle School Students
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Yang, Xiaotong; Rahimi, Seyedahmad; Shute, Valerie; Kuba, Renata; Smith, Ginny; Alonso-Fernández, Cristina – Educational Technology Research and Development, 2021
In-game learning supports aim to help students solve game levels (i.e., game-related supports), and connect to underlying content (i.e., content-related and hybrid supports). Students with different levels of prior knowledge may have different needs for in-game supports. In this study, we designed a 2D physics game with game-related,…
Descriptors: Prior Learning, Educational Games, Game Based Learning, High School Students
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Coralie Portier-Charneau; Mylene Sanchiz – Information and Learning Sciences, 2024
Purpose: This paper aims to examine whether the instructional message used to introduce game-based learning (GBL), prior knowledge, flow and prior gaming experience have an impact on secondary students' learning outcomes, perceived game utility and motivation to use the game. Design/methodology/approach: Fifty-four 9th grades students enrolled in…
Descriptors: Foreign Countries, Secondary School Mathematics, Secondary School Students, Secondary School Teachers
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Penelope DeFreitas; Alicia Layne – International Journal of Computer Science Education in Schools, 2023
The Guyanese Girls Code (GGC) training program, established in 2018, is aimed at increasing female participation in ICT. As a result of the COVID-19 pandemic, the program shifted to virtual operations to ensure the safety of participants and instructors. This presented an opportunity to contribute to the growing body of research that has been…
Descriptors: Females, Information Technology, Preadolescents, Early Adolescents
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Tzu-Yu Tai; Howard Hao-Jan Chen – Computer Assisted Language Learning, 2024
Intelligent Personal Assistant (IPA) has emerged as a valuable tool for EFL learning by offering interactive authentic contexts. Although IPA is believed to be motivational and useful, empirical evidence is limited and contradictory, especially the efficacy of listening comprehension. Therefore, the study investigated the impact of IPA on…
Descriptors: English (Second Language), English Language Learners, Adolescents, Listening Comprehension
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Rahimi, Seyedahmad; Shute, Valerie; Zhang, Qian – International Journal of Technology in Education and Science, 2021
Persistence is an important part of student success--both in and out of school. To enhance persistence, we first need to assess it accurately. Digital games can be used as vehicles for measuring and enhancing persistence. The purpose of this study is to test the effects of (a) game-level characteristics (i.e., game mechanics and conceptual…
Descriptors: Educational Games, Computer Games, Game Based Learning, Problem Solving
Rahimi, Seyedahmad; Shute, Valerie; Zhang, Qian – Grantee Submission, 2021
Persistence is an important part of student success--both in and out of school. To enhance persistence, we first need to assess it accurately. Digital games can be used as vehicles for measuring and enhancing persistence. The purpose of this study is to test the effects of (a) game-level characteristics (i.e., game mechanics and conceptual…
Descriptors: Educational Games, Computer Games, Game Based Learning, Problem Solving
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Rita Rodrigues; João Ferreira-Santos; Julia Draghi; Margarida M. Marques; Lúcia Pombo – International Association for Development of the Information Society, 2024
To drive effective change towards sustainable development, several courses of action have been devised, and education was pointed as a way to attain this goal. Recognizing the impact of learning in context, it is essential to develop innovative educational proposals that bring schools into other social contexts. This study aims to present, albeit…
Descriptors: Sustainable Development, Student Attitudes, Handheld Devices, Telecommunications
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Sun-Lin, Hong-Zheng; Chiou, Guey-Fa – Journal of Interactive Learning Research, 2020
This study explored the effects of an organiser-supported learning game on ninth graders' science concept learning, perceptions of learning, enjoyment, and willingness to learn. A learning game (Force Hero) was modified from a commercial game, and a pre-test, a post-test, and a questionnaire were employed. In the game, students used their avatars'…
Descriptors: Grade 9, High School Students, Science Education, Educational Games
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Fernandez-Rio, Javier; Zumajo-Flores, Marc; Flores-Aguilar, Gonzalo – European Physical Education Review, 2022
The aim of the present study was to compare the possible effects of a gamified programme and a traditional instructional approach in secondary physical education at the level of intrinsic motivation, autonomy satisfaction, competence satisfaction, relatedness satisfaction, and intention to be physically active. A total of 54 year-nine students (14…
Descriptors: Physical Education, Grade 9, Student Satisfaction, Personal Autonomy
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Ristanto, Rizhal Hendi; Kristiani, Endah; Lisanti, Elsa – Journal of Turkish Science Education, 2022
The learning process with modern technology is an absolute requirement in the digital age. As a science subject with unique characteristics, biology also requires a unique and technology-based learning process. Flipped Classroom--Digital Game-Based Learning (FC-DGBL) is a learning model that combines flipped classrooms and evaluations using…
Descriptors: Science Instruction, Educational Technology, Technology Uses in Education, Flipped Classroom
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Yildirim, Zehra; Baran, Medine – Education and Information Technologies, 2021
The present study examined the influence of the method of physical activity games and digital games on 9th-grade students' achievements in a physics lesson. In the study, the semi-experimental design was used. The study group was made up of secondary school 9th-grade students from three different groups at a public school. The 1st experimental…
Descriptors: Physical Activities, Games, Video Games, Grade 9
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Xie, Jingwen; Wang, Minhong; Hooshyar, Danial – Knowledge Management & E-Learning, 2021
Digital game-based learning has received increased attention in education. As the key stakeholders in education, students, parents, and teachers may have different perceptions and attitudes towards game-based learning, which have a great impact on its adoption and dissemination. However, there is a lack of research examining how the perceptions of…
Descriptors: Student Attitudes, Parent Attitudes, Teacher Attitudes, Secondary School Teachers
Shute, Valerie J.; Rahimi, Seyedahmad – Grantee Submission, 2021
Creativity has been of research interest to psychologists dating back many decades, and is currently recognized as one of the essential skills needed to succeed in our complex, interconnected world. One medium that has affordances to assess and support creativity in young people is video games. In this paper, we briefly discuss the literature on…
Descriptors: Creativity, Creativity Tests, Physics, Educational Games
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Lin, Yen-Ling; Huang, Shu Wen; Chang, Cheng-Chieh – Journal of Baltic Science Education, 2019
This research sought to explore how teaching utilizing a marine science-related board game affected students' motivation, interest, and achievement in marine science learning at the high school level. The research utilized an experimental design with pre-test and post-test measurements and a classroom setting, and included an experimental group…
Descriptors: Marine Education, Oceanography, Game Based Learning, Instructional Effectiveness
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