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Valérie-D. Berner; Frank Niklas; Maria-Aikaterini Chatzaki; Katja Seitz-Stein – Educational Psychology, 2024
Empirical research highlights the benefits for the development of children's mathematical competencies when they play linear number board games with dice and receive feedback. We, therefore, investigated mathematical competencies in two training studies with six sessions and a 3 × 2 design. The sample in the first experiment consisted of N = 79…
Descriptors: Mathematics Skills, Educational Games, Elementary School Students, Foreign Countries
Sylviane Valdois; Ahmed Zaher; Svetlana Meyer; Julien Diard; Sonia Mandin; Marie Line Bosse – Reading Research Quarterly, 2025
Longitudinal studies on mainstream children and training studies in the dyslexic population suggest that visual attention span (VAS) abilities contribute to reading acquisition. We evaluated to what extent VAS training in beginning readers might enhance later literacy skills. A large cohort of 453 children was followed from the beginning to the…
Descriptors: Attention Span, Visual Aids, Game Based Learning, Intervention
Fish, Lesenia R.; Hildebrand, Lindsey; Chernyak, Nadia; Cordes, Sara – Child Development, 2023
Games are frequently used to promote math learning, yet the competitive and collaborative contexts introduced by games may exacerbate gender differences. In this study, 1st and 2nd grade children in the U.S. (ages 5-8; N = 274; 70% White, 15% Asian, 2% Black, 1% Native American, 14% mixed or other race; 17% Hispanic) played either a competitive,…
Descriptors: Mathematics Achievement, Mathematics Education, Competition, Cooperative Learning
MacDonald, Beth L.; Moss, Diana L.; Hunt, Jessica H. – Mathematics Teacher: Learning and Teaching PK-12, 2020
In this article, the authors share how gameplay with dominoes can leverage students' quantitative reasoning to promote number development and additive reasoning. This article explores three domino games (Basic Dominoes, Just Before/Just After, and Ten Train), and considers the following: (1) rules and details; (2) students' subitizing and unit…
Descriptors: Games, Mathematics Instruction, Computation, Numeracy
Boggio, Cynthia; Zaher, Ahmed; Bosse, Marie-Line – British Journal of Educational Technology, 2023
The present study assessed the effectiveness of the ECRIMO educational application designed to build first-grade level spelling skills. We tested whether using the app to teach spelling would be as effective as providing the same training using traditional paper exercises. The effect of integrating gamification into mobile learning apps, which has…
Descriptors: Grade 1, Elementary School Students, Computer Software, Spelling Instruction
Yu-Ju Lan; Mei-Feng Shih; Yu-Ting Hsiao – Educational Technology & Society, 2024
This study aimed to create a game as scaffolding in 3D virtual worlds to enhance linguistic communication skills (LCS) in children with attention deficit hyperactivity disorder (ADHD). Two ADHD children participated in the 17-week study. In 8 of the 17 weeks of the study, they logged in 3D virtual worlds to learn LCS through play twice a week, one…
Descriptors: Computer Games, Language Skills, Communication Skills, Attention Deficit Hyperactivity Disorder
Martínez, Camila; Maurits, Natasha; Maassen, Ben – Child Language Teaching and Therapy, 2023
GraphoGame is a computer-based game that trains grapheme-to-phoneme associations and has been shown to benefit reading acquisition in different languages and countries. In transparent languages, such as Spanish, learning grapheme-to-phoneme associations is of great importance when learning to read, and GraphoGame can help children at risk of…
Descriptors: Intervention, Identification, Reading Difficulties, Spanish Speaking
Patel, Priyanka; Torppa, Minna; Aro, Mikko; Richardson, Ulla; Lyytinen, Heikki – Journal of Computer Assisted Learning, 2022
Background: In 2018, it was found that only a quarter of Grade 3 children in India were reading at grade level. A growing demand for English education has further limited children's literacy achievement. Despite a strong evidence base in favour of using systematic phonics for building English literacy skills, many teachers in India continue to use…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Teaching Methods
van Uittert, Anne; Verhoeven, Ludo; Segers, Eliane – Journal of Computer Assisted Learning, 2022
In the present study, a 5-week tablet-based word reading efficiency game intervention (Reading Turbo) was integrated in a comprehensive phonics-based reading curriculum. The aims of the study were to examine whether the game would advance children's word reading efficiency, and to determine the extent to which pre-reading capacities and in-game…
Descriptors: Game Based Learning, Reading Instruction, Reading Fluency, Educational Games
Ronimus, Miia; Eklund, Kenneth; Westerholm, Jari; Ketonen, Ritva; Lyytinen, Heikki – Journal of Computer Assisted Learning, 2020
We used a randomized controlled trial to investigate if a mobile game, GraphoLearn (GL), could effectively support the learning of first graders (N = 70), who have severe difficulties in reading and spelling. We studied the effects of two versions of the game: GL Reading, which focused on training letter-sound correspondence and word reading; and…
Descriptors: Game Based Learning, Computer Games, Educational Games, Handheld Devices
Makonye, Judah P. – Research in Education, 2020
This study focuses on the teaching and learning of the pre-numeracy concepts through technology at Foundation Phase. It pre-supposes that the use of information and communication technology resources presents an innovative way to improve teaching and learning mathematics. The author argues that young children's relational conceptions of number lie…
Descriptors: Number Concepts, Young Children, Technology Integration, Mathematics Instruction
Kanaki, Kalliopi; Kalogiannakis, Michail – Educational Process: International Journal, 2022
Background/purpose: In terms of computational thinking core facets, algorithmic thinking is a key competency applicable not only in Computer Science but also in aspects of daily life. Considering the global phenomenon of gender stereotypes with regards to the academic and professional orientation in STEM fields, we focused on investigating the…
Descriptors: Thinking Skills, Gender Differences, STEM Education, Equal Education
Haya Shamir; David Pocklington; Kathryn Feehan; Erik Yoder – Online Submission, 2019
Game-based learning (GBL) is becoming a more widespread style of education; however, there is a lack of research on the benefits of GBL on students' early literacy skills. This study explores the effectiveness of a computer adaptive GBL curriculum, Waterford Early Learning (WEL) during the 2016-2017 school year. Kindergarten, first grade, and…
Descriptors: Game Based Learning, Program Effectiveness, Computer Assisted Instruction, Emergent Literacy
Fenyvesi, Katalin – Language Teaching Research, 2020
This study has investigated, in a quantitative survey, how the attitudes toward English lessons and the motivation for learning English as a foreign language (EFL) of 276 Danish EFL learners (starting age 7 and 9 years) changed within one year. Second, a subsample of children were interviewed. The study investigated what they liked and disliked…
Descriptors: Second Language Learning, English (Second Language), Learning Motivation, Elementary School Students
Bozkur, Eyüp – International Journal of Progressive Education, 2019
Values are concepts that influence and direct individuals' behaviors. Because values directly influence society's structure, values education also takes an important place. Both children's games and values education have a structure that can diversify values education and make it entertaining during learning. In this study, it was aimed to reveal…
Descriptors: Values Education, Educational Games, Teacher Attitudes, Computer Games