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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
Aaron Howard Pomeranz – ProQuest LLC, 2024
Struggling math students often have difficulty developing a sense of self-efficacy and intrinsic motivation to learn math, which has been found to predict future math achievement (Pitsia et al., 2017). Conventional methods of math instruction and assessment may provoke elevated levels of math anxiety for many students, which has been found to…
Descriptors: Grade 5, Mathematics Education, Mathematics Achievement, Mathematics Anxiety
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Akcaoglu, Mete; Jensen, Lucas J.; Gonzalez, Daisy – International Journal of Technology in Education and Science, 2021
Problem solving is an essential skill for students to be successful in life and careers. Students need to use efficient strategies to solve problems effectively. In this basic interpretive qualitative study, we aimed to (a) explore children's problem-solving strategies in a game-based tool (i.e., puzzles), and (b) investigate the troubleshooting…
Descriptors: Children, Grade 5, Elementary School Students, Game Based Learning
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Jensen, Erik Ottar; Hanghøj, Thorkild – Electronic Journal of e-Learning, 2020
This paper presents empirical findings from a qualitative study on Minecraft as a mathematical tool and learning environment. Even though Minecraft has been used for several years in classrooms around the world, there is a lack of detailed empirical studies of how students learn subject-related content by working with the game. This study is based…
Descriptors: Mathematics Instruction, Teaching Methods, Student Attitudes, Video Games
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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
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Rayner Bin Tangkui; Tan Choon Keong – Anatolian Journal of Education, 2023
This study aims to investigate the effect of using Minecraft on Year 5 pupils' higher-order thinking skills (HOTS) in fractional problems-solving. A quasi-experimental pretest and posttest non-equivalent groups design was used. The study sample involved 65 Year 5 pupils from two intact classes which consists of 31 pupils as the treatment group and…
Descriptors: Video Games, Thinking Skills, Fractions, Problem Solving
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Nguyen, Huy Anh; Hou, Xinying; Richey, J. Elizabeth; McLaren, Bruce M. – International Journal of Game-Based Learning, 2022
There is an established gender gap in middle school math education, where female students report higher anxiety and lower engagement, which negatively impact their performance and even long-term career choices. This work investigates the role of digital learning games in addressing this issue by studying Decimal Point, a math game that teaches…
Descriptors: Gender Differences, Middle School Students, Educational Games, Mathematics Instruction
Amy Rose Morgan – ProQuest LLC, 2022
Digital game-based learning (DGBL) has unique factors that can engage students in the learning process. It has been shown that incorporating DGBL into mathematics can help bridge the learning gap, differentiate instruction, and engage students (Yang et al., 2018; Hulse et al., 2019; Chen et al., 2012; Naik, 2017). This study examined how students'…
Descriptors: Game Based Learning, Academic Achievement, Learner Engagement, Student Motivation
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Eniko Orsolya Bereczki; Zsofia K. Takacs; J. Elizabeth Richey; Huy A. Nguyen; Michael Mogessie; Bruce M. McLaren – Journal of Computer Assisted Learning, 2024
Background: Mindfulness practices enhance executive function skills and academic achievement, spurring interest in integrating mindfulness interventions into education. Embedding mindfulness practice into a digital math game may provide a low-cost, scalable way to induce mindfulness and boost game-based learning, yet this approach remains…
Descriptors: Metacognition, Educational Games, Video Games, Game Based Learning
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Hong, Jon-Chao; Hwang, Ming-Yueh; Chen, Mei-Syuan; Tai, Kai-Hsin – Journal of Educational Computing Research, 2021
In line with the attention-to-affect model, this study employed a game that encompasses Gestalt perception to explore how extraneous cognitive load (ECL) and gameplay anxiety correlate with attitude towards exploitative learning and attitude towards explorative learning as students play the Visual-Saliency game (VSG) with images of artworks. The…
Descriptors: Difficulty Level, Cognitive Processes, Anxiety, Correlation
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Wang, Xiao-Ming; Wang, Shi-Man; Wang, Jia-Ni; Hwang, Gwo-Jen; Xu, Su – Journal of Educational Computing Research, 2023
At present, environmental issues are of concern to all countries, especially for developing countries, and education on waste sorting is urgent. However, it remains a challenge to improve students' learning achievement and engagement in environmental education. Researchers have pointed out the potential of digital games for promoting students'…
Descriptors: Environmental Education, Game Based Learning, Video Games, Program Effectiveness
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Almagul, Mukhamedkhanova; Aiman, Berikkhanova; Galiyapanu, Rezuanova; Kulzhanat, Bulatbaeva; Nagimash, Toibazarova; Ainur, Arkhymatayeva – International Journal of Education in Mathematics, Science and Technology, 2023
In this study, the relationship between gaming, social media and internet addiction, which are within the scope of technology addiction, and school achievement and study behavior was examined. The sample of the study consisted of 240 students studying in grades 5-8 of 4 schools in Almaty, Kazakhstan. The study was designed in the comparative…
Descriptors: Foreign Countries, Computer Use, Addictive Behavior, Social Media
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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
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Polat, Ahmet; Topal, Murat – Journal of Educational Technology and Online Learning, 2022
Digital game addiction was classified as a disease by the World Health Organization. It is characterized by impaired control over gaming and increasing priority given to gaming over other activities. Especially for school-age children, there are concerns about the effects of gaming addiction on health problems that are difficult to treat later and…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Grade 6
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Gunel, Emre; Top, Ercan – International Journal of Technology in Education, 2022
This study aims to integrate video games into classrooms not as a replacement for regular lessons but as supplementary materials under the teacher's supervision. To this extent, the researcher created an educational English learning video game specifically modeled on the students' real lives. Ninety-six middle school students, 48 in the control…
Descriptors: Educational Games, Video Games, Vocabulary Development, Retention (Psychology)
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