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Grace Ann Morris – ProQuest LLC, 2024
Creativity is an important part of education. Teachers need to be able to understand and develop creativity to be able to successfully model it for their students. They can achieve this through pre-service training. Past research has provided implications in pre-service training that helped pre-service teachers develop creativity, albeit from a…
Descriptors: Preservice Teachers, Faculty Development, Creativity, Game Based Learning
Marcus Wolfe – ProQuest LLC, 2024
This qualitative study examines how playing levels of a fraction-themed videogame impacts students' thinking. The research question answered is: What do students' gestures reveal about the degree to which their thinking is embodied as they play a videogame that is constructed via a grounded metaphor for mathematical knowledge. Four soon-to-be…
Descriptors: College Bound Students, College Freshmen, Universities, Mathematics Education
Ryan L. Schaaf – ProQuest LLC, 2024
This study explored the impact of Digital Game-Based Learning (DGBL) on focus, engagement, and time-on-task learning behaviors among 8- to 10-year-old students. Grounded in Csikszentmihalyi's Theory of Flow, the study utilized a quantitative experimental design to compare DGBL experiences with alternative instructional strategies through learner…
Descriptors: Game Based Learning, Technology Uses in Education, Time on Task, Student Behavior
Elizabeth E. Brittingham – ProQuest LLC, 2022
This study looks at the use of the multimedia learning platform, Quizlet, to help newcomer ESOL students learn English vocabulary. The use of Quizlet to learn vocabulary is supported by Mayer's Cognitive Load Theory. With an influx of ESOL students, and a lack of teacher training, Quizlet may help to create a more equitable solution for newcomer…
Descriptors: Multimedia Materials, Educational Technology, Game Based Learning, English (Second Language)
Hernandez, James Jeremy – ProQuest LLC, 2023
This qualitative study aimed to examine ways young children practice social skills and use language while playing the digital game Roblox in pairs, using a single electronic device, as framed through Vygotsky's Socio-cultural theory of learning. Roblox is a sandbox-style game comprising several mini-games, such as hide-and-seek simulators and…
Descriptors: Educational Technology, Video Technology, Game Based Learning, Grade 2
Yong Zeng – ProQuest LLC, 2023
This dissertation delves into the pedagogical implications of handheld/mobile game features on EFL learners' vocabulary learning outcomes. The research is segmented into two comprehensive studies. The first study, a systematic review spanning from 2011 to July 2022, scrutinizes empirical research detailing the correlation between various game…
Descriptors: Educational Technology, Handheld Devices, Game Based Learning, English (Second Language)
Aaron Howard Pomeranz – ProQuest LLC, 2024
Struggling math students often have difficulty developing a sense of self-efficacy and intrinsic motivation to learn math, which has been found to predict future math achievement (Pitsia et al., 2017). Conventional methods of math instruction and assessment may provoke elevated levels of math anxiety for many students, which has been found to…
Descriptors: Grade 5, Mathematics Education, Mathematics Achievement, Mathematics Anxiety
Tam, Frankie L. – ProQuest LLC, 2023
Executive functions (EF) are important cognitive processing skills required for planning, reasoning, problem solving and self-monitoring. It is vital to various aspects of human development from behavioral, social-emotional to academic. There is an increasing interest in identifying and developing cognitive skills training interventions. Results…
Descriptors: Educational Technology, Executive Function, Game Based Learning, Intervention
Vipin Verma – ProQuest LLC, 2021
Serious or educational games have been a subject of research for a long time. They usually have game mechanics, game content, and content assessment all tied together to make a specialized game intended to impart learning of the associated content to its players. While this approach is good for developing games for teaching highly specific topics,…
Descriptors: Educational Games, Game Based Learning, Instructional Design, Program Content
Liza M. Fiorello – ProQuest LLC, 2023
Recent advancements in technology have created enriching and engaging learning opportunities in education. Today, online games are used more frequently in education in an attempt to engage students in learning activities and help increase student participation for students with and without disabilities. However, limited research has been conducted…
Descriptors: Teacher Attitudes, Middle School Teachers, Middle School Students, Students with Disabilities
Matthew C. Mauntel – ProQuest LLC, 2022
Games have shown to be great tools for learning a variety of topics, but few games have been developed mathematics topics at the undergraduate level. One possible avenue is to pursue digital game-based learning. The game "Vector Unknown" was designed from a task from the Inquiry-Oriented Linear Algebra (IOLA) curriculum to connect…
Descriptors: Game Based Learning, Video Games, Undergraduate Students, College Mathematics
Rajesh Syal, Samira – ProQuest LLC, 2022
Efforts taken to promote self-regulated learning (SRL) in elementary school have positive effects on learning outcomes. Few studies examine the role of motivation in relation to other SRL components, namely cognition and metacognition. Additionally, few SRL studies involving elementary students focus on motivational supports. Interventions that…
Descriptors: Learning Processes, Self Management, Elementary School Students, Metacognition
Chen Sun – ProQuest LLC, 2021
Computational thinking (CT) is an essential 21st century skill for people to succeed in the increasingly technological (and interconnected) world. Researchers have explored different interventions to teach students CT skills (e.g., Scratch and robotics), but digital game-based learning is relatively under-researched. A critical issue to address in…
Descriptors: Computation, Thinking Skills, Game Based Learning, Scaffolding (Teaching Technique)
Samuel Lackey – ProQuest LLC, 2022
The problem of practice (PoP) in this dissertation in practice (DiP) focuses on the lack of motivation and engagement exhibited by career technical education (CTE) students within the traditional high school chemistry classroom as a response to textbook and teacher-centered pedagogy. This qualitative action research study utilizes a game-based…
Descriptors: Game Based Learning, Student Motivation, Learner Engagement, High School Students
McCallister, Alice – ProQuest LLC, 2019
Organizational demand for integrating gamification into existing electronic learning platforms has increased. The increased demand for gamification has become an issue for IS professionals when they must integrate it into electronic learning systems. This qualitative single case study explored the technical challenges information systems (IS)…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Information Systems
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