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Showing 1 to 15 of 78 results Save | Export
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Ersen, Zeynep Bahar; Ergül, Ebru – International Journal of Contemporary Educational Research, 2022
Teaching mathematics through games is one of the most preferred methods in mathematics education today, just as it was in the past. For this reason, studies discussing the concepts of mathematics education and games are proceeding with increasing momentum. In this study, research studies conducted between 2017-2021 on games and mathematics…
Descriptors: Game Based Learning, Mathematics Education, Literature Reviews, Mathematics Instruction
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Ha, Cheyeon; Sun, Chen – AERA Online Paper Repository, 2021
This meta-analysis study aims to explore the game-based learning (GBL) effects on students' learning motivation and academic achievement in K-12 science education. Recently GBL has been broadly used for students with low learning motivation because the dynamic learning activities in computer games could provide benefits for K-12 education. We…
Descriptors: Game Based Learning, Learning Motivation, Science Achievement, Elementary Secondary Education
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Lei, Hao; Wang, Chenxin; Chiu, Ming Ming; Chen, Shuangye – Journal of Computer Assisted Learning, 2022
Background: Researchers debate whether game-based learning (GBL) affects students' achievement emotions, as past studies yielded mixed results. Objectives: This study determines the overall effect of GBL on students' positive achievement emotion and their negative achievement emotions (PAEs, NAEs), along with their moderators. Methods: This…
Descriptors: Educational Games, Academic Achievement, Psychological Patterns, Meta Analysis
Yagci, Mustafa – Online Submission, 2016
The computer and internet technologies which show an immediate change and development, show its effect in educational field as well as all fields of life. One of the implementation areas of computer and internet technologies is the computer games. While the computer games provide recreational time to the users, it may provide environments for…
Descriptors: Efficiency, Educational Games, Computer Games, Technology Integration
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Byun, JaeHwan; Joung, Eunmi – School Science and Mathematics, 2018
Digital games (e.g., video games or computer games) have been reported as an effective educational method that can improve students' motivation and performance in mathematics education. This meta-analysis study (a) investigates the current trend of digital game-based learning (DGBL) by reviewing the research studies on the use of DGBL for…
Descriptors: Video Games, Computer Games, Educational Games, Elementary Secondary Education
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Ran, Hua; Kasli, Murat; Secada, Walter G. – Journal of Educational Computing Research, 2021
This meta-analysis extended the current literature regarding the effects of computer technology (CT) on mathematics achievement, with a particular focus on low-performing students. A total of 45 independent effect sizes extracted from 31 empirical studies based on a total of 2,044 low-performing students in K-12 classrooms were included in this…
Descriptors: Intervention, Mathematics Achievement, Low Achievement, Kindergarten
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Chen, Peng; Yang, Dong; Metwally, Ahmed Hosny Saleh; Lavonen, Jari; Wang, Xiao – International Journal of STEM Education, 2023
Unplugged activities as a low-cost solution to foster computational thinking (CT) skills seem to be a trend in recent years. However, current evidence of the effectiveness of unplugged activities in promoting students' CT skills has been inconsistent. To understand the potential of unplugged activities on computational thinking skills, a…
Descriptors: Computation, Thinking Skills, Learning Activities, Literature Reviews
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Fadda, Daniela; Pellegrini, Marta; Vivanet, Giuliano; Zandonella Callegher, Claudio – Journal of Computer Assisted Learning, 2022
Background: Motivation is an important factor in the learning process and supporting students' motivation in mathematics is a significant challenge for educators. Educational technologies, such as digital games, offer potential for engagement in mathematics learning activities. Objectives: To contrast the general decrement in student motivation in…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Student Motivation
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Larraza-Mendiluze, Edurne; Arbelaitz, Olatz; Arruarte, Ana; Lukas, Jose F.; Garay-Vitoria, Nestor – IEEE Transactions on Education, 2020
Contribution: A learning-by-teaching methodology through games can be used to promote informatics (computer science) in primary and secondary education. Applying the proposed activities can change students' perception of informatics from seeing it as merely using computers to seeing its relationship with mathematics. The experience can also help…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Elementary Secondary Education
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Tokac, Umit; Novak, Elena; Thompson, Christopher G. – Journal of Computer Assisted Learning, 2019
This meta-analysis investigated the effects of learning video games on mathematics achievement of PreK-12th-grade students compared with traditional classroom instructional methods. Results from the 24 collected studies showed heterogeneity among effect sizes, both in magnitude and direction. Using a random effects model, a small but marginally…
Descriptors: Meta Analysis, Mathematics Instruction, Mathematics Achievement, Teaching Methods
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Alper, Ayfer; Öztas, Elif Sengün; Atun, Handan; Çinar, Dinçer; Moyenga, Moussa – International Journal of Technology in Education and Science, 2021
Changes in the lifestyles of human beings keep up with science and technology in tandem with the growth of science and technology. As in all fields, expectations are influenced by the advancement of science and technology for the use of emerging technologies in educational environments. By empowering the physical world with virtual information,…
Descriptors: Educational Research, Educational Technology, Technology Integration, Instructional Effectiveness
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Carliner, Saul, Ed. – Association for the Advancement of Computing in Education, 2019
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "E-Learn 2019: World Conference on E-Learning" took place in New…
Descriptors: Conferences (Gatherings), Electronic Learning, Conference Papers, Learner Engagement
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Cohen, Susie M.; Hazari, Zahra; Mahadeo, Jonathan; Sonnert, Gerhard; Sadler, Philip M. – Science Education, 2021
It is well known that women are underrepresented in science. technology engineering and mathematics (STEM) and that their interest declines more steeply over the schooling years. As such, this study uses a STEM identity theoretical framework to examine the effects of early STEM experiences, focusing particularly on experiences that may be more…
Descriptors: STEM Education, Self Concept, Gender Differences, Females
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Clark, Douglas B.; Tanner-Smith, Emily E.; Killingsworth, Stephen S. – Review of Educational Research, 2016
In this meta-analysis, we systematically reviewed research on digital games and learning for K-16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust…
Descriptors: Educational Games, Computer Games, Meta Analysis, Multiple Regression Analysis
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Hao, Tao; Wang, Zhe; Ardasheva, Yuliya – Journal of Research on Educational Effectiveness, 2021
This meta-analysis reviewed research between 2012 and 2018 focused on technology-assisted second language (L2) vocabulary learning for English as a foreign language (EFL) learner. A total of 45 studies of 2,374 preschool-to-college EFL students contributed effect sizes to this meta-analysis. Compared with traditional instructional methods, the…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
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