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Hao, Kuang-Chung – Interactive Learning Environments, 2023
This study designed a digital teaching game named Kitties' Magic Journey (KMJ). The principle of leveraging in the course of natural technology and life was used as the teaching subject. The game combined design items included animation, narrative story, fun and usability, which integrated ARCS learning motivation theory. The experimental group…
Descriptors: Video Games, Game Based Learning, Student Motivation, Animation
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
Hong, Jon-Chao; Hwang, Ming-Yueh; Hsu, Hui-Ting; Tai, Kai-Hsin – Journal of Research on Technology in Education, 2023
Gestalt perception relates to inferring a holistic scene from separate elements. Using this theory, an application game named Gestalt Puzzle was designed for students to play by recognizing a few parts of an image to reason the whole image of a particular object. Cognitive style can be divided into field independence (FI) and field dependence (FD)…
Descriptors: Game Based Learning, Self Efficacy, Anxiety, Cognitive Style
Nantapit Pittayanantakul; Pilanut Phusawisot – Journal of Education and Learning, 2024
Speaking skills are considered one of the most crucial skills in learning English as they lay the foundation for effective communication and language acquisition. Proficiency in speaking enables young learners to express themselves, convey ideas, and communicate effectively. This quasi-experimental research aims to investigate the effect of board…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Language Proficiency
Aura, Isabella; Järvelä, Simo; Hassan, Lobna; Hamari, Juho – Journal of Educational Research, 2023
This study examines the effects of a role-play-based pedagogical method in Finland on the twenty-first century skills propensity among 6th graders (12-year-olds). The approach entails a simulation of a society in a gamified learning environment as part of their formal education. Structural Equation Modeling was employed to analyze the students' (N…
Descriptors: Role Playing, 21st Century Skills, Teaching Methods, Grade 6
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
Sasithida Saraiwang; Kanoknate Worawong – PASAA: Journal of Language Teaching and Learning in Thailand, 2023
This study aimed to determine the effects of a teaching model combining Task-Based Learning (TBL) and Game-Based Learning (GBL), called the Orientation Performance Presentation Analysis Application (OPPAA) model, developed by the researchers, on primary students' English proficiency and to explore teachers' and students' opinions of the model. The…
Descriptors: Task Analysis, Teaching Methods, Game Based Learning, English (Second Language)
Henrike Diekhoff – Cogent Education, 2024
The utilization of devices like iPads for video feedback has become increasingly popular and is now acknowledged as a valuable asset in PE. Nevertheless, existing research and implementation of video feedback have been primarily concentrating on particular skills. This study explores students' perceptions of video-supported debates in game-based…
Descriptors: Foreign Countries, Physical Education, Elementary School Students, Grade 6
Andrea Bertoni; Andrea Maffia – International Journal of Mathematical Education in Science and Technology, 2024
While the development of creativity, or creative thinking, in mathematics is considered important by many researchers, there are several difficulties in implementing creative tasks, especially before secondary school. Within the original context of a mathematical escape game, this paper reports two episodes exemplifying the difficulties met by…
Descriptors: Game Based Learning, Learner Engagement, Mathematics Education, Creativity
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
España-Delgado, José Antonio – HOW, 2023
The COVID-19 pandemic changed the way education was being taught. Due to school closures to prevent the spread of the disease, the education system resorted to distance learning to grant students' learning process. This research article reports a mixed-method study on technological resources and their impact on motivation during online lessons.…
Descriptors: Student Attitudes, Gamification, Online Courses, Second Language Learning
Damjana, Lampe; Kozina, Francka Lovšin – Science Education International, 2020
In a consumer society, educating children for a healthy lifestyle is challenging for the teacher. Daily, children are exposed to large amounts of information (including misinformation) and the field of healthy eating is no exception. The teacher must, therefore, develop good teaching strategies that include informative/innovative teaching tools.…
Descriptors: Game Based Learning, Nutrition, Merchandise Information, Foreign Countries
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
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
Nur, Andi Saparuddin; Kartono, Kartono; Zaenuri, Zaenuri; Rochmad, Rochmad – Participatory Educational Research, 2022
The integer is a basic concept in studying arithmetic and algebra. However, students still frequently experience misconceptions, especially in negative integer, count operations. Traditional games are activities that are often carried out by students in coastal areas so that they are relevant to be used as a tool to construct learning trajectories…
Descriptors: Learning Processes, Elementary School Students, Grade 6, Preadolescents
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