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Eva Fidia Lestari; Masagus Firdaus; Hanni Yukamana – Journal of English Teaching, 2024
The pandemic has affected many aspects of our lives including education and that has caused the Government to provide alternative teaching methods and make recommendations for online learning. Since smartphones and laptops using the internet are the only tools for learning, students are increasingly playing online games and being exposed to…
Descriptors: Grade 7, Computer Games, Video Games, Game Based Learning
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Romero-Hernandez, Alejandro; Gonzalez-Riojo, Manuel; El Yamri, Meriem; Manero, Borja – Educational Technology & Society, 2022
The performing arts are currently in a critical situation worldwide. Various reports warn that the lack of audience. If we focus on dance, and especially folk dances, the situation is worse. In various countries and continents, folk dances are slowly disappearing. In Spain, we find evidence of the downward trend in terms of the number of attendees…
Descriptors: Video Games, Dance, Foreign Countries, Folk Culture
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Halimeh Khattib; Dorit Alt – Education and Information Technologies, 2024
Digital technology has broadened educational opportunities in science, positioning gamification as a pivotal tool. However, its full potential in enhancing science education has not been thoroughly explored. Addressing this research gap, this study delves into the less examined aspects of gamification within science education. Employing a…
Descriptors: Educational Technology, Technology Uses in Education, Science Education, Gamification
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Caitlin Cole; Roberto H. Parada; Erin Mackenzie – Journal of Research on Technology in Education, 2024
Video games are an established part of popular culture, and frequently used in educational settings worldwide. There is now a substantive body of research suggesting positive outcomes of their use in classrooms. In spite of this, there is a dearth of research synthesizing the outcomes of these studies. This is particularly so in relation to the…
Descriptors: Elementary School Students, Middle School Students, High School Students, Video Games
Donald Wayne Meyer – ProQuest LLC, 2022
The fifth-grade boys at an elementary school in Texas consistently perform lower than girls on the State of Texas Assessments of Academic Readiness (STAAR) reading portion. The gender gap in reading is not exclusive to this school. Boys score lower than girls on state-administered reading assessments each year in the United States (U.S.) and have…
Descriptors: Elementary School Students, Males, Video Games, Reading Comprehension
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Jensen, Erik Ottar; Hanghøj, Thorkild – Electronic Journal of e-Learning, 2020
This paper presents empirical findings from a qualitative study on Minecraft as a mathematical tool and learning environment. Even though Minecraft has been used for several years in classrooms around the world, there is a lack of detailed empirical studies of how students learn subject-related content by working with the game. This study is based…
Descriptors: Mathematics Instruction, Teaching Methods, Student Attitudes, Video Games
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Birinci, Yakup Zühtü; Korkmaz, Nimet Hasil; Deniz, Murat; Pancar, Serkan; Çetinoglu, Gökhan; Topçu, Hüseyin – Journal of Educational Issues, 2021
Growing studies show that exergames (EG) which can combine physical activity (PA) and games is an effective educational tool in physical education (PE). The purpose of this research was to evaluate the effect of dance-based EG on the attitude of 8th grade female students towards PE. The research group consists of 15 female students who are…
Descriptors: Exercise, Physical Activities, Physical Education, Teaching Methods
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Hunt, Jessica; Taub, Michelle; Marino, Matthew; Duarte, Alejandra; Bentley, Brianna; Holman, Kenneth; Banzon, Allison – Learning Disabilities: A Contemporary Journal, 2022
Teaching and learning fraction concepts continues to be increasingly challenging, especially for elementary and middle school mathematics teachers and students in intervention settings. It is critical for educators to implement instruction that proactively considers engagement, access, and conceptual growth for all students. Dream 2B, a web-based…
Descriptors: Mathematics Instruction, Teaching Methods, Elementary School Mathematics, Middle School Mathematics
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Yildirim, Zehra; Baran, Medine – Education and Information Technologies, 2021
The present study examined the influence of the method of physical activity games and digital games on 9th-grade students' achievements in a physics lesson. In the study, the semi-experimental design was used. The study group was made up of secondary school 9th-grade students from three different groups at a public school. The 1st experimental…
Descriptors: Physical Activities, Games, Video Games, Grade 9
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Chuang, Tsung-Yen; Yeh, Martin K.-C.; Lin, Yu-Lun – Educational Technology & Society, 2021
Students with different cognitive styles benefit from different instructional strategies, including learning through playing video games. Although playing video games can be an effective learning method, we do not know its impact on the reasoning ability of students with different cognitive styles. The purposes of this study are to investigate…
Descriptors: Game Based Learning, Video Games, Computer Games, Puzzles
O'Brien, Nicole – ProQuest LLC, 2021
Background: Although there is some reported success in using gamification to improving engagement, others have critiqued that these video game like strategies are a mere "repackaging" of established classroom strategies. Many experiments with gamification, however, have only focused on those features that emphasize extrinsic rewards…
Descriptors: Educational Games, Video Games, Game Based Learning, Elementary School Teachers
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Wisittanawat, Panchompoo; Gresalfi, Melissa S. – Journal of the Learning Sciences, 2021
Background: Educational video games are increasingly used in classrooms because they can offer meaningful contexts for problem solving. However, educational video games bring together two historically disparate activities: school mathematics and video games. How these two activities complement, compromise, or contradict each other influences how…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Mathematics Instruction
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Rosengrant, David; Money, Philip; Beyer, Tracey; Alexander, Berkil – Physics Teacher, 2019
Some educators use what we call a "hook" as a key element in their lessons. We use "hooks" to get our students interested in what it is we are teaching. Many teachers have adopted the Next Generation Science Standards and establish the phenomena as the engine that drives scientific investigation and learning in the classroom.…
Descriptors: Teaching Methods, Video Games, Vignettes, Science Instruction
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Williams-Pierce, Caroline Cassie-Marie – AERA Online Paper Repository, 2017
In this proposal, I share a synthesized framework that incorporates mathematics education with game design principles. This framework was used to design a videogame that supported mathematical play with fractions, and I share excerpts of middle school students playing the game to validate the synthesized framework.
Descriptors: Mathematics Instruction, Teaching Methods, Video Games, Middle School Students
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Hébert, Cristyne; Jenson, Jennifer; Terzopoulos, Tatyana – E-Learning and Digital Media, 2021
In this article, we report on a study of 32 teachers and their implementation of a digital game designed to support the human and physical geography curriculum in grades 7 and 8 in the province of Ontario, Canada. The purpose of the paper is to analyze and robustly represent the experiences of teachers who participated in the study, most of whom…
Descriptors: Foreign Countries, Access to Computers, Educational Technology, Technology Uses in Education
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