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Showing 1 to 15 of 23 results Save | Export
Maryan Al-Houssein – ProQuest LLC, 2024
This case study investigated middle school students' perceptions of digital game-based learning (DGBL) in the classroom, focusing on engagement, motivation, and academic achievement. Using Piaget's (1962) Constructivist Learning Theory as a framework, the research examined the influence of interactive digital games on students' educational…
Descriptors: Middle School Students, Student Attitudes, Game Based Learning, Video Games
Donald Wayne Meyer – ProQuest LLC, 2022
The fifth-grade boys at an elementary school in Texas consistently perform lower than girls on the State of Texas Assessments of Academic Readiness (STAAR) reading portion. The gender gap in reading is not exclusive to this school. Boys score lower than girls on state-administered reading assessments each year in the United States (U.S.) and have…
Descriptors: Elementary School Students, Males, Video Games, Reading Comprehension
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
Liza M. Fiorello – ProQuest LLC, 2023
Recent advancements in technology have created enriching and engaging learning opportunities in education. Today, online games are used more frequently in education in an attempt to engage students in learning activities and help increase student participation for students with and without disabilities. However, limited research has been conducted…
Descriptors: Teacher Attitudes, Middle School Teachers, Middle School Students, Students with Disabilities
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
Jeff Bender – ProQuest LLC, 2023
At an unrivaled and enduring pace, computing has transformed the world, resulting in demand for a universal fourth foundation beyond reading, writing, and arithmetic: computational thinking (CT). Despite increasingly widespread acceptance of CT as a crucial competency for all, transforming education systems accordingly has proven complex. The…
Descriptors: Addictive Behavior, Game Based Learning, Evaluation Methods, Computation
Irina Kuznetcova – ProQuest LLC, 2020
Visuospatial (VS) skills, or one's ability to mentally manipulate information about objects' positions, relations, orientation, and transformations in space, are one of the cornerstones of STEM enrollment, retention, and achievement. Low level of visuospatial skills may deter some people from joining the STEM workforce or complicate their learning…
Descriptors: Video Games, Middle School Students, Self Efficacy, Spatial Ability
O'Brien, Nicole – ProQuest LLC, 2021
Background: Although there is some reported success in using gamification to improving engagement, others have critiqued that these video game like strategies are a mere "repackaging" of established classroom strategies. Many experiments with gamification, however, have only focused on those features that emphasize extrinsic rewards…
Descriptors: Educational Games, Video Games, Game Based Learning, Elementary School Teachers
Lesser, Andrew John – ProQuest LLC, 2019
Game-based learning, or the process of adapting an educational concept into a game-based structure, has been studied by researchers for nearly a century. Over the last several decades, new technologies have allowed digital media to create a multibillion-dollar entertainment industry commonly known as video games. Video games have become a tool for…
Descriptors: Video Games, Music Education, Technology Uses in Education, Game Based Learning
Pamela Sveitlana Gibbs – ProQuest LLC, 2020
Advancements in technology have increased so rapidly that calls for education reform centering on STEM have become louder and louder. Particularly, many researchers and educators are focusing on math, because of its pivotal role in STEM, and the low-performance ratings of students within the United States. One of the potential reforms being…
Descriptors: Educational Technology, Game Based Learning, Video Games, Middle School Students
Cooper, Lynette Renee – ProQuest LLC, 2018
The purpose of this quasi-experimental non-equivalent control group study was to determine the presence of a statistically significant difference in the mathematics achievement of gifted learners when utilizing digital game-based learning (DGBL) for supplemental mathematics instruction when compared to gifted learners not utilizing DGBL. This…
Descriptors: Mathematics Achievement, Academically Gifted, Educational Games, Video Games
Westcott, Frank Michael – ProQuest LLC, 2019
The problem that this study addressed is that current research has overlooked the potential transferability of needed 21st century skills from video game playing in middle and high school to success in college many years later among under-prepared college students. The purpose of this qualitative, phenomenological study was to explore the lived…
Descriptors: College Readiness, Student Attitudes, Video Games, 21st Century Skills
Stelck, Luella Mae – ProQuest LLC, 2018
This three-article dissertation presents a perspective of persistence in STEAM learning at the elementary level within the context of a third through fifth-grade elementary school in Northern Idaho. Students at this elementary school were offered extra-curricular opportunities to persist in STEAM learning and while participating in a MakerSpace…
Descriptors: Art Education, STEM Education, Elementary School Students, Children
Loparev, Anna – ProQuest LLC, 2016
Collaboration is crucial to everything from product development in the workplace to research design in academia, yet there is no consensus on best practice when it comes to teaching collaborative skills. We explore one promising option: collaborative scaffolding in educational video games. Through this methodology, we can impart collaborative…
Descriptors: Cooperation, Middle School Students, Literature Reviews, Classification
Her Many Horses, Ian – ProQuest LLC, 2016
The world, and especially our own country, is in dire need of a larger and more diverse population of computer scientists. While many organizations have approached this problem of too few computer scientists in various ways, a promising, and I believe necessary, path is to expose elementary students to authentic practices of the discipline.…
Descriptors: After School Education, Computer Science Education, Elementary School Students, Scaffolding (Teaching Technique)
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