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Showing 31 to 45 of 108 results Save | Export
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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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Büsra Ergin – Novitas-ROYAL (Research on Youth and Language), 2024
The study was carried out with 45 web pages reached as a result of scanning the relevant keywords in the 'Google' search engine, eliminating repetitive web pages, and applying the inclusion and exclusion criteria. Content analysis, readability calculation, and statistical analyses of the data obtained from web-based information sources were…
Descriptors: Game Based Learning, Web Sites, Search Engines, Readability
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Güzel, Serhat – Journal of Educational Technology and Online Learning, 2023
With the advances in understanding contemporary instruction and the emphasis on online learning, alternative ways to keep instruction functional are sought constantly. Gamified environments are among the most widespread techniques used to enrich online instructional experiences due to motivation and engagement dimensions. In this context, the…
Descriptors: English (Second Language), Second Language Instruction, Language Teachers, Preservice Teachers
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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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Erbilgin, Evrim; Macur, Gregory Michael Adam – Journal on Mathematics Education, 2022
Solving arithmetic word problems has been a challenge for primary students due to difficulties in understanding the problem structure and relating the quantities in the problem to each other. This paper reports on an action research study to enhance students' subtraction word problem-solving skills. The authors observed that their students had…
Descriptors: Game Based Learning, Subtraction, Grade 2, Grade 3
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Akçay, Arif; Coskun, Burcu Karabulut – Journal of Learning and Teaching in Digital Age, 2023
Background: Individuals need to be conscious and aware not to experience the negative effects of digital games and identify the difference between dijital games and digital educational games. The use of digital educational games has four sub-dimensions. These are the "affective approach", the "perceived usefulness,"…
Descriptors: Preservice Teachers, Video Games, Computer Use, Addictive Behavior
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Gungor, Tuba Aydin; Isci, Cenan; Demirci, Sedef Celik – Journal of Educational Issues, 2022
In recent years, the importance of educational games for students is increasing. Therefore, the points of view of students about educational games are among the issues that gain importance. In this study, a scale was developed that determines students' perceptions of educational games. For this purpose, after a literature review, a 33-item…
Descriptors: Test Construction, Likert Scales, Educational Games, Game Based Learning
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Kesgin, Nilüfer; Kartal, Sefik – Research in Pedagogy, 2022
The aim of the study is to investigate the effects of the story-based and game-based vocabulary teaching methods on learning the English equivalents of Turkish words, using these English words in sentences and writing these English words correctly. It was also aimed to investigate the effects of these methods on English reading comprehension…
Descriptors: Comparative Analysis, Story Reading, Teaching Methods, Game Based Learning
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Eltem, Özlem; Berber, Asiye – Participatory Educational Research, 2021
Given the rapid pace of science today, we can feel the influence of it in all aspects of our lives. Therefore, it is aimed to raise individuals with advanced thinking skills who learn and use knowledge in science class and can combine science and technology. In line with such purposes, it is believed that different methods and techniques are…
Descriptors: Educational Games, Scientific Concepts, Science Instruction, Game Based Learning
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Mehmet Donmez; Kursat Cagiltay – Educational Technology & Society, 2024
This study investigated the design processes for developing eye training materials for children with low vision (CLV) using computer game applications based on eye movement tracking to enhance their vision skills. The primary aim was to create interactive eye training materials tailored to improve CLV's vision abilities. Employing a design-based…
Descriptors: Eye Movements, Visual Impairments, Parent Attitudes, Special Education Teachers
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Çakiroglu, Ünal; Güler, Mustafa – E-Learning and Digital Media, 2021
This study attempts to determine whether gamification can be used as a pedagogical technique to overcome the challenges in teaching statistics. A post-test quasi-experimental design was carried out in gamified and non-gamified groups in order to reveal the effect of gamification elements in cultivating students' statistical literacy skills.…
Descriptors: Numeracy, Statistics Education, Learning Activities, Game Based Learning
Say, Serkan; Akbulut, Serdar – Online Submission, 2021
Educational games are included in student-centered practices in the contemporary education system, which are suitable for the purpose of raising students who know themselves and love to research and learn. Educational games enable children to develop their cognitive, social and psycho-motor skills by being inspired by activities that are different…
Descriptors: Educational Games, Teacher Attitudes, Gender Differences, Instructional Program Divisions
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Adalar, Hayati; Öztürk, Fatih; Ekiçi, Murat – Journal of Social Science Education, 2022
Purpose: The study aims at analyzing teacher candidates' experience and views about the use of mind and intelligence games in social studies courses. Design/methodology/approach: The basic qualitative design was used in this paper. Data were obtained during the 2016-2017 academic year from 12 4th year college students studying social studies…
Descriptors: Teaching Methods, Social Studies, Educational Games, Game Based Learning
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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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Arcagök, Serdar – International Online Journal of Education and Teaching, 2021
The study aimed to identify the impact of game-based teaching practices available in different curricula on academic achievement. The study adopted meta-analysis method via grouping similar studies about that subject, theme under the heading of certain criteria, and combining the quantitative data obtained. For this purpose, 412 studies conducted…
Descriptors: Game Based Learning, Teaching Methods, Instructional Effectiveness, Academic Achievement
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