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Oyelere, Solomon Sunday; Berghem, Simon Malmström; Brännström, Robert; Rutberg, Stina; Laine, Teemu H.; Lindqvist, Anna-Karin – Education Sciences, 2022
Recent studies have shown that children are not adequately physically active and there is a need to increase children's physical activity. This study describes new opportunities and solutions for using existing games and gamification to increase physical activity among children in Sweden. We adopted the principles of Tic-Tac-Training to redesign,…
Descriptors: Curriculum Development, Cooperative Learning, Game Based Learning, Physical Activity Level
Bråting, Kajsa; Kilhamn, Cecilia – Mathematical Thinking and Learning: An International Journal, 2021
This article investigates how the recent implementation of programming in school mathematics interacts with algebraic thinking and learning. Based on Duval's theory of semiotic representations, we analyze in what ways syntax and semantics of programming languages are aligned with or divert from corresponding algebraic symbolism. Three examples of…
Descriptors: Algebra, Computation, Thinking Skills, Semiotics
Brooks, Eva; Sjöberg, Jeannette – Designs for Learning, 2022
The presence of digital technologies in classroom settings is relentlessly getting stronger and has shown to have powerful playful qualities. In recent years, digital game-based learning (DGBL) has been introduced in schools. In this paper we explore game-based design activities to unfold playful and creative actions and interactions among…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Game Based Learning
Graeske, Caroline; Sjöberg, Sofia Aspling; Thunberg, Stina – International Education Studies, 2022
Several studies have shown that Swedish students' reading comprehension and ability to understand fiction are decreasing year by year. Numerous alarming reports point to the unsustainable situation concerning young people's reading engagement, but the ideas of how it can be remedied are few. This study aims to investigate and evaluate a didactic…
Descriptors: Secondary School Students, Fiction, Computer Simulation, Learner Engagement
Casanoves, Marina; Solé-Llussà, Anna; Haro, Juan; Gericke, Niklas; Valls, Cristina – Research in Science & Technological Education, 2023
Background: Game-based science learning (GBSL) provide an alternative route for learning genetics, but its effects on students' conceptual learning is contested. In this paper we assess the utility, in primary teacher education, of Recal - a game designed to promote participants' learning of key genetic concepts through acting as detectives…
Descriptors: Science Instruction, Genetics, Teaching Methods, Game Based Learning
Bjursten, Eva-Lena; Nilsson, Tor; Gumaelius, Lena – International Journal of Technology and Design Education, 2023
There is a recognized need for research on how to teach computer programming in primary schools in Sweden grades 4-6 (10-12-year-old pupils). Studies of teaching show the importance of teachers' knowledge of content and pedagogy and how these two parts affect each other (i.e. pedagogical content knowledge [PCK]). Most teachers in Sweden have…
Descriptors: Computer Science Education, Programming, Technological Literacy, Pedagogical Content Knowledge
Hadjistassou, Stella; Louca, Petros; Joannidou, Shaunna; Molina Muñoz, Pedro Jesus – Research-publishing.net, 2021
This paper delves into the underlying phases involved in designing, developing, and deploying Augmented Reality (AR) applications and game-based scenarios that will be implemented during intercultural exchanges among students in two different academic institutions in Sweden and Cyprus. Building on principles of design-based research (Barab &…
Descriptors: Computer Simulation, Exchange Programs, Game Based Learning, Intercultural Communication
Hadjistassou, Stella; Joannidou, Shaunna; Molina, Pedro; Louca, Petros; Papmehl-Dufay, Ludvig – Education for Information, 2023
Drawing on Kucher's (2021) framework on digital game-based learning (DGBL), this paper introduces the development of game-based scenarios in two culturally distinctive and salient heritage sites in Cyprus and Sweden, the Neolithic village of Choirokoitia and the Iron Age Ringfort of Sandby Borg. The aim was to implement Kucher's (2021) five…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Nilsen, Malin; Lundin, Mona; Wallerstedt, Cecilia; Pramling, Niklas – Early Years: An International Journal of Research and Development, 2021
The use of apps in preschool has increased considerably during the last few years. Studies have shown that digital technologies are sometimes used to replace analogue artefacts in educational settings. This calls for studies on how the use of apps transforms preschool activities. This study empirically investigates how preschool children play…
Descriptors: Preschool Children, Preschool Education, Computer Oriented Programs, Educational Technology
Melander Bowden, Helen; Aarsand, Pål – Learning, Media and Technology, 2020
This study explores situated practices of game design critique in a Swedish 4th grade classroom. The analyses are based on video recordings of peer feedback activities within the context of a project on computational thinking using the software "Scratch." Drawing on ethnomethodology and conversation analysis, the interactional and…
Descriptors: Foreign Countries, Design, Educational Games, Technological Literacy
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
Bradley, Linda; Al-Sabbagh, Khaled Walid – Australian Journal of Applied Linguistics, 2022
The mobile phone has become an indispensable device for communication and managing everyday life among newly arrived migrants. Learning a new language is a crucial aspect of integration and professionalization in a foreign country, and the phone is a tool that is also used by migrants also for language learning. The purpose of this study is to…
Descriptors: Immigrants, Telecommunications, Handheld Devices, Computer Assisted Instruction
Haas, Leslie, Ed.; Tussey, Jill, Ed. – IGI Global, 2021
The idea of storytelling goes beyond the borders of language, culture, or traditional education, and has historically been a tie that bonds families, communities, and nations. Digital storytelling offers opportunities for authentic academic and non-academic literacy learning across a multitude of genres. It is easily accessible to most members of…
Descriptors: Story Telling, Elementary Secondary Education, Popular Culture, Video Games
Mozelius, Peter – ICTE Journal, 2018
Game-based learning has been a rapidly expanding field in the 21th century, with research reports praising the motivational effects and learning outcomes of games. At the same time there have been doubts on the learning outcomes of even the most seriously designed learning games. The generation that today enrols for university programmes is in…
Descriptors: Educational Games, Game Based Learning, Outcomes of Education, Student Attitudes
Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education