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Lauren E. Decker-Woodrow; Craig A. Mason; Ji-Eun Lee; Jenny Yun-Chen Chan; Adam Sales; Allison Liu; Shihfen Tu – AERA Open, 2023
The current study investigated the effectiveness of three distinct educational technologies--two game-based applications (From Here to There and DragonBox 12+) and two modes of online problem sets in ASSISTments (an Immediate Feedback condition and an Active Control condition with no immediate feedback) on Grade 7 students' algebraic knowledge.…
Descriptors: Educational Technology, Algebra, COVID-19, Pandemics
Tang, Joni Tzuchen; Nine, Wei Tung; Wang, Yi Chen – Education and Information Technologies, 2023
Children always have a natural inclination to play, so the purpose of game-based learning is to establish a way for children to acquire knowledge while playing. This study is to discover the relationship between children's play preferences and learning performances toward a mathematics mobile game we designed. The tablet game we designed,…
Descriptors: Preschool Education, Preschool Children, Mathematics Education, Game Based Learning
Harun Sitompul; Retno Sayekti; Sri Rahmah Dewi Saragih; Salminawati – Canadian Journal of Learning and Technology, 2023
The use of game in education has been evidenced to improve students' engagement in learning. However, much research shows that the use of game in learning is only effective for high school students, while its use for students of higher education is limited. Research on game in education has predominantly been occupied by Kahoot! while Quizizz has…
Descriptors: Student Attitudes, Educational Technology, Higher Education, Game Based Learning
Moon, Tyler; Abegaz, Tamirat; Payne, Bryson; Salimi, Abi – Journal of Cybersecurity Education, Research and Practice, 2020
Several research findings indicate that basic cyber hygiene can potentially deter the majority of cyber threats. One of the ways cybersecurity professionals can prepare users to ensure proper hygiene is to help them develop their ability to spot the difference between normal and abnormal behavior in a computer system. Malware disrupts the normal…
Descriptors: Information Security, Game Based Learning, Computer Security, Knowledge Level
Stohlmann, Micah; Kim, Young Rae – Australian Mathematics Education Journal, 2020
Games are an everyday part of most students' lives. Games engage students and provide opportunities to foster perseverance in problem solving. When implemented in the mathematics classroom, game-based learning can have similar positive benefits. Students can enjoy mathematics and develop important life skills that will help them in their current…
Descriptors: Game Based Learning, Robotics, Educational Games, Mathematics Instruction
Wang, Chih-Wei; Rose, Glenda Lynn – New Horizons in Adult Education & Human Resource Development, 2020
This teaching and training case demonstrates how gamification was adopted in the course design of the Tech Integration Coach Pathway, a professional development initiative for Texas adult education and literacy (AEL) staff and teachers to become technology integration coaches. The purpose of the course is to develop certified technology…
Descriptors: Game Based Learning, Curriculum Design, Technology Integration, Faculty Development
Dong, Chuanwen; Boute, Robert – INFORMS Transactions on Education, 2020
Moving freight to sustainable transport modes is one of the most frequently mentioned suggestions to decarbonize logistics. Regrettably, even with regulation and technology developing over the past years, most of the freight volumes are still shipped via road, the least sustainable means of transport. This paper presents a beer transportation game…
Descriptors: Game Based Learning, Transportation, Sustainable Development, Student Participation
Gao, Fei; Li, Lan; Sun, Yanyan – Educational Technology Research and Development, 2020
Research on mobile game-based learning has been gaining attention in the past few years. To understand the potential of mobile game-based learning in STEM education, a systematic review was conducted. Based on a set of inclusion and exclusion criteria, 30 articles published during the years of 2010 through 2019 were included. Analyses were…
Descriptors: Electronic Learning, Game Based Learning, STEM Education, Handheld Devices
Schroer, Joseph E.; Thomas, Robin D. – Mind, Brain, and Education, 2020
This exploratory study investigated behavioral and neural correlates of spatial reasoning in 21 children aged 6-12 years-old during educational video game play. Behavioral measures included child performance in learning the concept during the pretest, practice, and posttest portions of the game. Neural correlates using electroencephalography…
Descriptors: Reflection, Young Children, Educational Games, Video Games
Upright, James Jaran – ProQuest LLC, 2020
To maximize instructional time, teachers must be able to effectively manage student behavior. However, surveys consistently reveal that a significant portion of teachers feel underprepared to address challenging classroom behavior. One of the most effective ways to reduce problem behaviors in school is with systematic classroom management…
Descriptors: Planning, Classroom Techniques, Program Implementation, Student Behavior
Rafael Leonardo da Silva – International Journal of Designs for Learning, 2020
On Fighting Shadows (OFS) is a two-dimensional roleplaying game that tells the story of Marvin, a young adult that experiences hidden disabilities, focusing on hydrocephalus and its possible mental health implications, such as anxiety and depression. Developed with the goal of being both informational and engaging, OFS aims to increase awareness…
Descriptors: Role Playing, Consciousness Raising, Disabilities, Game Based Learning
Sohrabi, Tayebeh – Brock Education: A Journal of Educational Research and Practice, 2021
This study examined the effects of group games on female elementary students' cooperation skills. Two classes of elementary female students were assigned as an experimental or a control group. The study used a quasi-experimental method for the evaluation and comparison of cooperation development and administered the Measurement of…
Descriptors: Play, Interpersonal Competence, Cooperation, Elementary School Students
Adipat, Surattana; Laksana, Kittisak; Busayanon, Kanrawee; Asawasowan, Alongkorn; Adipat, Boonlit – International Journal of Technology in Education, 2021
A new approach to learning in the form of educational games has been adopted in recent years, especially in English language teaching. The educational game learning approach used to teach English to non-native English-speakers who use English as a second or foreign language has recorded great success. This study provides an innovative framework…
Descriptors: Learner Engagement, Learning Processes, Game Based Learning, English (Second Language)
Ahmad, Adnan; Zeeshan, Farrukh; Marriam, Rutab; Samreen, Alia; Ahmed, Sohaib – Journal of Computing in Higher Education, 2021
Gamification--the use of game elements in serious contexts, has been prevalent to enhance users' motivation and engagement in difficult activities. In the literature related to higher education, the use of gamification has emerged as a new pedagogical approach in order to improve students' learning behaviors. On the other hand, traditional…
Descriptors: Outcomes of Education, Game Based Learning, Group Dynamics, Higher Education
Lathwesen, Chantal; Belova, Nadja – Education Sciences, 2021
In the last decade, game-based learning has received growing attention in educational contexts in general and science education in particular. A recent game trend, which has also found its way into STEM classrooms, is escape rooms. In this type of game, players have to work through several puzzles to achieve a specific goal (mostly to escape from…
Descriptors: Game Based Learning, Educational Games, Problem Solving, Cooperative Learning