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Showing 1 to 15 of 23 results Save | Export
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Erhan Devrilmez; Weidong Li; Fatih Dervent; Mustafa Çabitçi; Senlin Chen – Journal of Teaching in Physical Education, 2024
Background: The Situated Game Teaching Through Set Plays (SGTSP) model, a newly proposed curricular model, extends the previous game-based approaches by adopting the "Theory of Situated Learning" as a framework to focus on the relational and situational nature of the changing relations of all game parameters in a specific momentary game…
Descriptors: Racquet Sports, Educational Games, Knowledge Level, Performance
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Gonca Eren; Dilek Yaliz Solmaz; Dilruba Kurum Yapicioglu – Journal of Theoretical Educational Science, 2024
Although the written physical education curriculum is the same throughout the country, the implementation phase in schools differs from each other. Hence the purpose of this study is to examine the implementation process of the 5th-grade physical education and sports curriculum (2018) in different school contexts. Case study pattern was used. The…
Descriptors: Physical Education, Grade 5, Curriculum, Physical Education Teachers
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Aylar Çankaya, Ebru; Yildiz, Esengül; Cengiz, Cemre – Problems of Education in the 21st Century, 2022
An integer-based mathematical game was the main subject of the study. The aim of this study was to analyse the mathematical content of the game which was developed by a fourth-grade student called Esin, and to examine the intuitive learning that develops through this game. The game was based on the addition of the positive or negative numbers won…
Descriptors: Numbers, Mathematics Education, Game Based Learning, Educational Games
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Asli Bahar Ivgin; Hakan Akcay – International Journal of Technology in Education, 2024
Game-based learning has attracted great interest in science education as an effective way to increase student achievement. Most studies in this field have focused on digital or non-digital games. In the literature, some studies generally compare educational games with traditional teaching methods. More studies need to be conducted to compare the…
Descriptors: Educational Games, Middle School Students, Science Achievement, Game Based Learning
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Pehlivan Coskun, Yagmur; Seker, Perihan Tugba – International Journal of Education and Literacy Studies, 2022
In this study, workshop suggestions are offered to improve the speaking skills of secondary school 5th-grade students through web-based games. The qualitative method was used in the study, and the data were obtained by document analysis. The study includes web 2.0 supported activity suggestions planned to support and improve the speaking skills of…
Descriptors: Workshops, Speech Skills, Speech Improvement, Secondary School Students
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Tarhan, Gülseren; Öztürk, Gülcan – International Journal of Contemporary Educational Research, 2022
This study aims to determine the impact of flipped learning and gamification methods on student achievement in the subject of ethics and security, which is a topic of the fifth grade information technology and software course, compared to the traditional method. Also, it aims to decide the students' opinion of about the flipped learning and…
Descriptors: Flipped Classroom, Game Based Learning, Computer Science Education, Academic Achievement
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Akman, Emrah; Çakir, Recep – Interactive Learning Environments, 2023
Recently, virtual reality seems to be deevloping rapidly. However, it can be said that virtual reality is in the early days of adoption for education. Studies show that using virtual reality in education can positively affect students' learning experiences. In this study, the effect of an educational virtual reality game, named "Kesfet…
Descriptors: Educational Technology, Computer Simulation, Elementary School Students, Mathematics Achievement
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Emre Zengin; Yasemin Karal – International Journal of Assessment Tools in Education, 2024
This study was carried out to develop a test to assess algorithmic thinking skills. To this end, the twelve steps suggested by Downing (2006) were adopted. Throughout the test development, 24 middle school sixth-grade students and eight experts in different areas took part as needed in the tasks on the project. The test was given to 252 students…
Descriptors: Grade 6, Algorithms, Thinking Skills, Evaluation Methods
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Karamert, Önder; Kuyumcu Vardar, Aslihan – Journal of Educational Technology and Online Learning, 2021
This study aims to investigate the effect of gamification on fifth-grade students' academic achievements and attitudes towards mathematics course. For this purpose, the teaching process of the "fractions" as a subject of the mathematics course is equipped with gamification elements. The quasi-experimental design is preferred as the…
Descriptors: Game Based Learning, Teaching Methods, Instructional Effectiveness, Mathematics Instruction
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Toprak Yallihep, Emine Sena; Akcay, Hakan; Kapici, Hasan Ozgur – International Journal of Technology in Education and Science, 2021
Developing students' attitudes toward science is an important issue because societies need individuals who can contribute to scientific and technological developments. That's why using various and different instructional tools in science education may have an impact on students' attitudes towards science positively. Within this respect, the goal…
Descriptors: Game Based Learning, Middle School Students, Science Achievement, Student Attitudes
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Çoban, Murat; Göktas, Yüksel – E-Learning and Digital Media, 2023
This research aims to investigate the impact of three different training methods (digital game, drill, and traditional education) on the motivation of the students to teach earthquake preparedness and earthquake prevention knowledge to primary school students. The explanatory design from the mixed-methods research was used in the study. The sample…
Descriptors: Training Methods, Seismology, Emergency Programs, Computer Games
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Genç Ersoy, Berrin; Belet Boyaci, S. Dilek – International Technology and Education Journal, 2021
This study aims to scrutinize the effects of gamified Turkish vocabulary teaching on vocabulary development, and motivation on learning words. A nested mixed-method experimental design (gamification-based vocabulary learning for the experimental group instructor-led vocabulary learning for the control group) and was conducted with 34 fourth-grade…
Descriptors: Game Based Learning, Learning Activities, Instructional Effectiveness, Vocabulary Development
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Yazicioglu, Selin; Çavus Güngören, Seda – Journal of Inquiry Based Activities, 2021
Game-based learning in science education is an effective method to enhance students' motivation, active participation, and conceptual understanding of the scientific knowledge. This study aimed to encourage teachers to develop and use game-based activities related to the concepts of light and sound and to present students' views about the games…
Descriptors: Game Based Learning, Light, Acoustics, Student Attitudes
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Usta, Neslihan; Cagan, Büsra – Higher Education Studies, 2022
This study examines the effect of "Mangala" on the mathematical motivation and problem-solving skill levels (PSoSL) of 6th -grade students. A single-group pre-test-post-test quasi-experimental design based on the quantitative research approach was used in the study conducted through distance education. The sample consisted of 14 6th…
Descriptors: Mathematics Instruction, Grade 6, Problem Solving, Mathematics Skills
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Arkan, Zeynep – Education Quarterly Reviews, 2022
In this study, games were prepared that will contribute to improving the vocabulary of children learning Arabic. Considering the target audience, it is known that game techniques and word teaching offer a fun and lively course environment and increase the motivation of the student. In this study, qualitative research methods were used. Document…
Descriptors: Game Based Learning, Semitic Languages, Second Language Instruction, Vocabulary Development
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