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Brenner, Laurence – ProQuest LLC, 2019
"Playing With Dragons: Using Role-playing Games to Support Academic Objectives" explores how table role-playing games might positively impact the attainment of classroom learning objectives. This paper begins with an exploration of what a table role-playing game is, and compares it to educational theatre techniques, primarily process…
Descriptors: Role Playing, Teaching Methods, Educational Objectives, Game Based Learning
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Toma, Florentina; Diaconu, Daniel Constantin; Popescu, Cristina Maria – Education Sciences, 2021
The present study aims to display how using a personal assessment environment based on the interactive Kahoot! platform actively supports the teaching-learning process. The goal is to improve the instructive-educational process by applying a learning platform based on play and digital technology that favors a qualitative educational endeavor. The…
Descriptors: Educational Technology, Technology Integration, Electronic Learning, Game Based Learning
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Damayanti, Almira Eka; Kuswanto, Heru – Journal of Technology and Science Education, 2021
This research aims to reveal the effectiveness of the use of an indigenous knowledge-based physics comic of Android-based marbles games on verbal representation and critical thinking abilities. It is a quasi-experiment applying the pretest-posttest control group design. The research sample consists of two classes: the control and experimental…
Descriptors: Indigenous Knowledge, Physics, Science Instruction, Instructional Effectiveness
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Fitriyana, Nur; Wiyarsi, Antuni; Sugiyarto, K. H.; Ikhsan, Jaslin – Journal of Turkish Science Education, 2021
The presence of technology is one of prominent characteristics of the 21st century learning system. This study aims to seek the influences of hybrid learning with video conference and chemistry on android game (chemondro-game) on students' self-efficacy, self-regulated learning, and achievement toward chemistry of hydrocarbon topics. Through…
Descriptors: Blended Learning, Videoconferencing, Game Based Learning, Computer Games
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
Lance P. Rhodes – ProQuest LLC, 2021
The purpose of this quantitative, quasi-experimental study was to assess differences between US K-12 teachers who participated in digital game-based learning (DGBL) and those who participated in digital learning (DL), in terms of pre-/posttest gains in computational thinking (CT) and pre-/posttest changes in perceived usefulness (PU) and perceived…
Descriptors: Game Based Learning, Educational Games, Mental Computation, Thinking Skills
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Wang, Yang – International Journal of Science Education, Part B: Communication and Public Engagement, 2022
This study is to examine the effects of AR Game-based science learning on students' engagement, learning performance, and satisfaction towards physics learning. Based on the marker-based AR technology, an Augmented Reality Game-based Science Learning (ARGSL) system was designed and developed to support students' physics learning. A…
Descriptors: Computer Simulation, Game Based Learning, Learner Engagement, Physics
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Chen, Ching-Huei; Shih, Chun-Chao; Law, Victor – Educational Technology Research and Development, 2020
Digital game-based learning (DGBL) is known to be widely used for improving learning in various fields. Among the elements of DGBL, competition has been very controversial. This meta-analysis, which included 25 articles written between 2008 and 2019, revealed that DGBL has produced improvements for learning outcomes with an overall effect size of…
Descriptors: Competition, Video Games, Computer Games, Game Based Learning
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Dayal, Hem Chand; Sharma, Sashi – Australian Journal of Teacher Education, 2020
There is a rich literature on students' and teachers' intuitions and misconceptions about probability. However, less attention has been paid to the development of pre-service teachers' probabilistic thinking in teacher education. Based on this, the second author developed a lesson sequence for teaching probability. In particular, it demonstrates…
Descriptors: Probability, Preservice Teachers, Preservice Teacher Education, Game Based Learning
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Threekunprapa, Arinchaya; Yasri, Pratchayapong – International Journal of Instruction, 2020
Computational thinking (CT) has become a necessary skill of students in the 21st century. Various learning approaches have been developed to foster CT among school students. However, these approaches predominantly rely on computer devices and internet connection and fail to promote advanced computer concepts necessary for programming. Therefore,…
Descriptors: Computation, Thinking Skills, Coding, Flow Charts
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dos Santos, Paulo Ricardo; Barbosa, Débora N. F.; Azevedo Neto, Eduardo G.; Barbosa, Jorge L. V.; Correia, Sérgio D.; Leithardt, Valderi R. Q. – Education Sciences, 2021
The use of information communication technologies (ICT) in education brings up new possibilities of promoting learning and health experiences. In this sense, education contexts of the 21st century must consider these two areas of knowledge, especially their integration. This article presents learning practices developed with mobile devices and…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
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Jabali, Mohsen; Walker, Carol – International Journal of Technology in Education, 2021
The study was carried out to investigate the impact of a digital review tool had on students' grades, learning motivation, and engagement. An exploratory cross-sectional study was accomplished with two groups of students. The Experimental Group was taught using the digital tool FlipQuiz while the Control Group was taught with the conventional…
Descriptors: Game Based Learning, Educational Technology, English (Second Language), Second Language Learning
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Forte-Celaya, Jacqueline; Ibarra, Luis; Glasserman-Morales, Leonardo David – Education Sciences, 2021
Educational systems are now focusing on skills enhancement, such as creative thinking skills (CTS), as a means of long-lasting, significant learning. To this end, some universities and higher education institutions incentivize active learning (AL) strategies as CTS developers. Indeed, a positive link among creative results, time availability, and…
Descriptors: Creative Thinking, Problem Solving, Thinking Skills, Skill Development
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Marange, Tichaona; Adendorff, Stanley A. – Pythagoras, 2021
This study explores how online mathematics games contribute to Grade 8 learners' understanding of basic principles and more sophisticated aspects of algebra. This project documents the trajectory of a purposive sample of 30 Grade 8 learners doing mathematics and one mathematics educator. The study is premised on the argument that learners with the…
Descriptors: Mathematics, Educational Games, Grade 8, Algebra
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Graeske, Caroline; Sjöberg, Sofia Aspling – International Education Studies, 2021
Use of virtual reality (VR) to teach in upper-secondary schools has become more common during recent years. This article discusses the implementation and testing of VR to teach Swedish in upper-secondary school, a pilot study carried out during the 2020/2021. The purpose of this study is to investigate how VR can be used to teach Swedish, what…
Descriptors: Computer Simulation, Teaching Methods, Technology Uses in Education, Secondary School Students
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