Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 5 |
Since 2016 (last 10 years) | 7 |
Since 2006 (last 20 years) | 7 |
Descriptor
Source
Journal of Computer Assisted… | 2 |
ProQuest LLC | 2 |
Mathematics Teaching Research… | 1 |
SAGE Open | 1 |
TechTrends: Linking Research… | 1 |
Author
Andriyani | 1 |
Duncan, Keri J. | 1 |
Elnaz Sarabchian | 1 |
Hoover, Jennifer Lauren | 1 |
Ilhan, Aziz | 1 |
Junjie Shang | 1 |
Kuo, Wen-Chi | 1 |
Leslee Francis Pelton | 1 |
Lu Zhang | 1 |
Tim Pelton | 1 |
Yang, Jie Chi | 1 |
More ▼ |
Publication Type
Journal Articles | 5 |
Reports - Research | 5 |
Dissertations/Theses -… | 2 |
Speeches/Meeting Papers | 1 |
Tests/Questionnaires | 1 |
Education Level
Early Childhood Education | 7 |
Elementary Education | 7 |
Grade 3 | 7 |
Primary Education | 7 |
Grade 4 | 4 |
Intermediate Grades | 4 |
Grade 5 | 3 |
Middle Schools | 3 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Yang, Jie Chi; Kuo, Wen-Chi – Journal of Computer Assisted Learning, 2022
Background: Digital game-based learning (DGBL) has been shown to be an effective strategy for promoting learning motivation. However, a lack of attention has been paid to investigating the effects of individual differences on elementary students' reading motivation and in-gaming achievements in DGBL. Objectives: This study developed an educational…
Descriptors: Grade 3, Grade 4, Grade 5, Elementary School Students
Lu Zhang; Yue Lei; Tim Pelton; Leslee Francis Pelton; Junjie Shang – Journal of Computer Assisted Learning, 2024
Background: Digital game-based learning (DGBL) has the potential to provide a gender inclusive learning environment for children. Objective: The present study aimed to explore gendered differences among primary school learners in grades three, four, and five within the context of game-based fraction learning from cognitive, motivational and…
Descriptors: Gender Differences, Game Based Learning, Mathematics Education, Electronic Learning
Andriyani – Mathematics Teaching Research Journal, 2023
Cognitive and psychomotor capabilities are two critical interrelated abilities to improve student learning outcomes. Both abilities play a role in understanding new information and developing fine motor skills. Hence, schools train students these two abilities to equip them with basic skills in solving mathematical problems such as basic…
Descriptors: Game Based Learning, Teaching Methods, Psychomotor Skills, Mathematics Instruction
Elnaz Sarabchian – ProQuest LLC, 2021
Quasi-experimental research was conducted to examine the effect of game-based student response systems (GBSRS) on student achievement and self-efficacy in languages other than English (LOTE). The research employed a pretest-posttest, non-equivalent control group design in which 170 third and fourth-grade students participated in a 12-session…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
Ilhan, Aziz – SAGE Open, 2021
The present study aimed to investigate the effects of geometry instruction activities conducted in nature based on modeling, game-based, and cooperative learning methods on achievement, mathematical motivation, and visual mathematical literacy perceptions of third-grade elementary school students. The present study is a quantitative study…
Descriptors: Game Based Learning, Mathematical Models, Cooperative Learning, Mathematics Achievement
Duncan, Keri J. – TechTrends: Linking Research and Practice to Improve Learning, 2020
This mixed-methods study examined student engagement and the development of twenty-first-century learning skills of collaboration, communication, creativity and critical thinking for Grade 3 students who used immersive game-based learning activities using Breakout EDU strategies compared to students who used traditional small-group methods. BOEDU…
Descriptors: Educational Technology, Technology Uses in Education, 21st Century Skills, Cooperation
Hoover, Jennifer Lauren – ProQuest LLC, 2019
Some approaches to teaching mathematics have led to decreased student motivation. Gamification is an application of game elements within nongame settings. While gamification may increase motivation in other contexts, its effective use in digital mathematics instruction to motivate elementary students is undetermined. Based on the constructs of…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Game Based Learning