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Showing 1 to 15 of 101 results Save | Export
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Yang, Kai-Hsiang; Chu, Hui-Chun; Chiang, Li-Yu – Educational Technology & Society, 2018
Game-based learning (GBL) has been proven to be an attractive learning model by many studies; however, scholars have pointed out that the effectiveness of game-based learning could be limited if proper learning strategies are not incorporated. Prompting is a strategy that plays the important role of providing hints and guidance in interactive…
Descriptors: Educational Games, Grade 2, Elementary School Students, Elementary School Mathematics
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Oltman, Julie; Hammond, Thomas C. – AERA Online Paper Repository, 2017
This mixed-methods study explored the use of an augmented reality, location-based, iPad game to enhance the learning experience of young elementary history students. Utilizing the ARIS platform and a design-based research approach, researchers and teachers built a customized game experience that was inserted into a school's traditional second…
Descriptors: Game Based Learning, History Instruction, Computer Simulation, Elementary School Students
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Zhang, Xiangling; Tlili, Ahmed; Guo, Junhong; Griffiths, David; Huang, Ronghuai; Looi, Chee-Kit; Burgos, Daniel – Journal of Educational Research, 2023
The lack of teachers and equipment is a major obstacle to the implementation of Computational Thinking (CT) in education, particularly for rural schools. Although CT education has been investigated for many years, less attention has been paid to lower primary schools in rural areas. This study contributes to filling this gap by investigating the…
Descriptors: Foreign Countries, Thinking Skills, Computation, Game Based Learning
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Deng, Li; Wu, Shaoyang; Chen, Yumeng; Peng, Zhengmei – Journal of Computer Assisted Learning, 2020
This study examined the perceptions and experiences of a teacher and students in a Shanghai public primary school when digital games were used in a second-grade math class. The participants included one teacher and 45 students. Data collection methods included classroom observation, focus-group and individual interviews, and document analysis.…
Descriptors: Foreign Countries, Elementary School Students, Grade 2, Mathematics Education
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Sýkora, Tomáš; Stárková, Tereza; Brom, Cyril – British Journal of Educational Technology, 2021
Little is known about the instructional effects of narrative framing elements in child learning games. In this study, second and third graders (M[subscript age] = 8.24) played one of two versions of a successful, commercial mathematical learning game at home for 2 weeks (N = 95; between-subject design). The versions differed in the…
Descriptors: Educational Games, Mathematics Education, Mathematics Activities, Elementary School Students
Li, Jingwei – ProQuest LLC, 2020
This dissertation study aimed to explore whether and how individual differences in verbal and visuospatial working memory capacity and executive functions influence elementary students' mathematics fact mastery and mathematics anxiety as they engage in learning using ReflexTM, a game-based, visuospatial rich adaptive learning platform for…
Descriptors: Elementary School Students, Mathematics Education, Mathematics Anxiety, Game Based Learning
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Ergül, Ebru; Dogan, Mustafa – International Journal of Progressive Education, 2022
This article seeks to determine how game-based mathematics teaching affects students' success when compared with conventional instruction for the place value concept in primary school. The study was carried out with a convergent/parallel mixed-method research design. The study group consisted of 51 second-grade primary school students and their…
Descriptors: Game Based Learning, Elementary School Students, Grade 2, Mathematics Instruction
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Alt, Mary; Hogan, Tiffany; Green, Samuel; Gray, Shelley; Cabbage, Kathryn; Cowan, Nelson – Journal of Speech, Language, and Hearing Research, 2017
Purpose: The purpose of this study is to investigate word learning in children with dyslexia to ascertain their strengths and weaknesses during the configuration stage of word learning. Method: Children with typical development (N = 116) and dyslexia (N = 68) participated in computer-based word learning games that assessed word learning in 4 sets…
Descriptors: Dyslexia, Spatial Ability, Grade 2, Elementary School Students
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DeLiema, David; Enyedy, Noel; Danish, Joshua A. – Journal of the Learning Sciences, 2019
Taking place within the Science Through Technology-Enhanced Play (STEP) design-based research project, this paper describes how first- and second-grade students use their bodies to imaginatively become microscopic particles inside of a collaborative simulation of state change (e.g., liquid to gas) and within two distinct play spaces: a…
Descriptors: Science Education, Play, Grade 1, Grade 2
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Wen, Yun – Educational Technology Research and Development, 2021
Augmented Reality (AR) has been applied to education in a variety of subjects, but in comparison to AR in STEM education, research on integrating pedagogical designs with AR in language learning is less mature. This study presents an AR-supported Chinese character learning game designed for young learners and investigates its effects on learners'…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Grade 2
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Jenson, Jennifer; de Castell, Suzanne; Muehrer, Rachel; McLaughlin-Jenkins, Erin – Canadian Journal of Learning and Technology, 2016
There is a great deal of enthusiasm for the use of games in formal educational contexts; however, there is a notable and problematic lack of studies that make use of replicable study designs to empirically link games to learning (Young, et al., 2012). This paper documents the iterative design and development of an educationally focused game,…
Descriptors: Teaching Methods, Video Games, Handheld Devices, Educational Technology
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Beserra, Vagner; Nussbaum, Miguel; Grass, Antonio – Interactive Learning Environments, 2017
When using educational video games, particularly drill-and-practice video games, there are several ways of providing an answer to a quiz. The majority of paper-based options can be classified as being either multiple-choice or constructed-response. Therefore, in the process of creating an educational drill-and-practice video game, one fundamental…
Descriptors: Multiple Choice Tests, Drills (Practice), Educational Games, Video Games
Hulse, Taylyn; Daigle, Maria; Manzo, Daniel; Braith, Lindsay; Harrison, Avery; Ottmar, Erin – Grantee Submission, 2019
This paper examines whether using "From Here to There!" ("FH2T:E"), a dynamic game-based mathematics learning technology relates to improved early algebraic understanding. We use student log files within FH2T to explore the possible benefits of student behaviors and gamification on learning gains. Using in app measures of…
Descriptors: Elementary School Students, Elementary School Mathematics, Mathematics Education, Algebra
Marah C. Lambert; Richard G. Lambert – Center for Educational Measurement and Evaluation, 2023
As part of a graduate student internship, an alignment study was completed for Ignite™ by Hatch®, in partnership between The University of North Carolina at Charlotte's Center for Educational Measurement and Evaluation and Hatch®. Ignite™ has 341 Core games amongst 7 domains to assist early childhood learners: Mathematics, Language and…
Descriptors: Educational Games, Early Childhood Education, State Standards, Academic Standards
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Odluyurt, Serhat – Educational Sciences: Theory and Practice, 2013
In the present research, the peers of children with autism at primary school level and in an inclusive environment were taught using direct modeling and video modeling education processes, and it was observed whether or not they could effectively and efficiently teach how to play games to their friends with autism. This study used adapted…
Descriptors: Role Playing, Modeling (Psychology), Peer Teaching, Autism
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