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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
Hsing-Ying Tu; Silvia Wen-Yu Lee – Journal of Educational Computing Research, 2025
Learning in a virtual environment has been found to foster students' affective responses, indicating the importance of exploring the factors which affect students' learning when engaged in a virtual game. This study aimed to explore the relationships among students' epistemic curiosity, situational interest, and learning engagement in an…
Descriptors: Personality Traits, Student Interests, Learner Engagement, Computer Simulation
Sariçam, Ugur; Yildirim, Mehtap – International Journal of Technology in Education and Science, 2021
This research is determined to investigate the effects of STEM activities practiced by using digital games in 6th-grade science classes on students' level of interest in STEM fields and their scientific creativity. As a digital game, Minecraft Education Edition was applied. As a data collecting tool for this survey, the STEM Career Interest Survey…
Descriptors: Instructional Effectiveness, STEM Education, Game Based Learning, Video Games
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
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
Pracana, Clara, Ed. – Online Submission, 2014
We are delighted to welcome you to the International Psychological Applications Conference and Trends 2014, taking place in Porto, Portugal, from 4 to 6 of April. Psychology, in our time, offers a large range of scientific fields where it can be applied. The goal of understanding individuals and groups (mental functions and behavioral…
Descriptors: Educational Psychology, Foreign Countries, Intervention, Prevention
Annetta, Leonard A.; Murray, Marshall R.; Laird, Shelby Gull; Bohr, Stephanie C.; Park, John C. – EDUCAUSE Quarterly, 2006
Technological advances in the new millennium may evoke disquiet among administrators and teachers taxed with understanding how to harness new capabilities and merge them with sound pedagogy. To understand how gaming might bridge the gap between student interest and how lessons are taught, graduate students in science education at North Carolina…
Descriptors: Graduate Students, Video Games, Distance Education, Student Interests