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Yaman, Havva; Bekar, Seyma Nur; Yildiz, Hakan; Koyun, Salih; Nas, Sibel Er – Science Education International, 2023
To employ educational games in education as intended, it is required to show students' cognitive structures for this concept. As a result, the purpose of this research was to reveal the cognitive structures of secondary school students regarding educational games. The research was a survey-based descriptive study. A total of 340 secondary school…
Descriptors: Middle School Students, Elementary School Students, Grade 5, Grade 6
Oflaz, Gülçin – Educational Policy Analysis and Strategic Research, 2023
If chosen carefully according to teaching purposes and incorporated into the curriculum, games can enhance teaching and learning. The use of didactic games while teaching maths can support students' motivation and performance during the lesson. Therefore, educational games should be preferred in maths classes as an alternative teaching method. In…
Descriptors: Educational Games, Preservice Teachers, Mathematics Teachers, Models
Amy Rose Morgan – ProQuest LLC, 2022
Digital game-based learning (DGBL) has unique factors that can engage students in the learning process. It has been shown that incorporating DGBL into mathematics can help bridge the learning gap, differentiate instruction, and engage students (Yang et al., 2018; Hulse et al., 2019; Chen et al., 2012; Naik, 2017). This study examined how students'…
Descriptors: Game Based Learning, Academic Achievement, Learner Engagement, Student Motivation
Wommer, Fernanda Gabriela Bitencourt; Sepel, Lenira Maria Nunes; Loreto, Elgion Lucio Silva – Research in Science & Technological Education, 2023
Background: Gamification is the use of game design elements, such as rules of play, point scoring and competition, in a non-game context, in learning activities. We designed a game, based on the famous augmented reality game "Pokémon GO," called Insects GO in which players should capture images of real insects with their mobile phones.…
Descriptors: Gamification, Entomology, Middle School Students, Student Attitudes
Gunel, Emre; Top, Ercan – International Journal of Technology in Education, 2022
This study aims to integrate video games into classrooms not as a replacement for regular lessons but as supplementary materials under the teacher's supervision. To this extent, the researcher created an educational English learning video game specifically modeled on the students' real lives. Ninety-six middle school students, 48 in the control…
Descriptors: Educational Games, Video Games, Vocabulary Development, Retention (Psychology)
Karimov, Ayaz; Saarela, Mirka; Kärkkäinen, Tommi – International Educational Data Mining Society, 2023
Within the last decade, different educational data mining techniques, particularly quantitative methods such as clustering, and regression analysis are widely used to analyze the data from educational games. In this research, we implemented a quantitative data mining technique (clustering) to further investigate students' feedback. Students played…
Descriptors: Student Attitudes, Feedback (Response), Educational Games, Information Retrieval
Gutica, Mirela; Petrina, Stephen – International Journal of Game-Based Learning, 2021
Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an…
Descriptors: Educational Games, Mathematics Instruction, Student Attitudes, Grade 6
Halbach, Till; Solheim, Ivar – International Association for Development of the Information Society, 2018
This work investigates in how far gamification and micro-learning, implemented by the novel technologies H5P and xAPI, are suitable to increase the motivation and learning performance of pupils with cognitive and behavioral challenges. The context for the field trials is the Norwegian SOL framework (short for Systematic Observation of Reading) in…
Descriptors: Foreign Countries, Middle School Students, Grade 6, Grade 7
Kissi, Lisa; Dreesmann, Daniel – Journal of Biological Education, 2018
Plants have an enormous importance for life on earth but are often overlooked. This phenomenon called plant blindness is reinforced as students prefer to spend their recreation time with modern media rather than in nature. Mobile devices have become an omnipresent part of students' everyday lives. Nevertheless, direct experiences with plants are…
Descriptors: Plants (Botany), Telecommunications, Handheld Devices, Educational Technology
Houston Independent School District, 2018
Vocabulary.com is an online adaptive game that teaches students words by systematic exposure to a variety of question types and activities and by understanding all the word meanings and nuances as they are learned. Vocabulary.com teaches 14,000 words using over 208,000 questions. It has been implemented with the Houston Independent School…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Vocabulary Development
Pombo, Lúcia; Marques, Margarida M. – International Association for Development of the Information Society, 2019
Mobile devices are being intensively used by the Portuguese youth in their daily life, but not in school activities. Despite this gap, research shows that technology can promote student learning in non-high education contexts. This paper comprises a survey study where mobile learning is analyzed through the eyes of 244 students attending the 2nd…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Educational Technology
Taylor, Merilyn; Hawera, Ngarewa – Australian Primary Mathematics Classroom, 2016
Rich learning tasks embedded within a familiar context allow students to work like mathematicians while making sense of the mathematics. This article demonstrates how 11-12 year-old students were able to employ all of the proficiency strands while demonstrating a deep understanding of some of the "big ideas" of probabilistic thinking.
Descriptors: Probability, Educational Games, Mathematics, Mathematics Education
Kahyaoglu, Mustafa; Elcicek, Mithat – Online Submission, 2016
The aim of this study is to reveal the relationship between the secondary school students' attitudes towards the educational computer games, and their reflective thinking skills. As the model of the research, it's utilized from the correlational research model. The target population of the study consists of secondary school students that receive…
Descriptors: Correlation, Secondary School Students, Student Attitudes, Educational Technology
Hsu, Kuang-Chen; Hsu, YuPing; Olesh, Ryan – AERA Online Paper Repository, 2017
This study attempts to gain insight into whether and what types of gamification have the potential to contribute to students' learning performances while also remaining gender equality in science education. Two types of game elements including competition (gamified animation) and cooperation (social gamified animation) were integrated into an…
Descriptors: Educational Games, Educational Technology, Animation, Video Games
Mangram, Charmaine; Solis Metz, Maria Theresa – School Community Journal, 2018
Although the Common Core State Standards call on parents to support professional educators' efforts for improving student academic achievement, we have yet to examine how to best support parents in achieving this goal. The present study addresses this need by examining a five-month mathematics intervention which aimed to increase awareness of the…
Descriptors: Mathematics Instruction, Intervention, Common Core State Standards, Parent Participation