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Chan, Jenny Yun-Chen; Byrne, Chloe; Jerusal, Janette; Liu, Allison S.; Roberts, Justin; Ottmar, Erin – British Journal of Educational Technology, 2023
Prior research has shown that game-based learning tools, such as DragonBox 12+, support algebraic understanding and that students' in-game progress positively predicts their later performance. Using data from 253 seventh-graders (12-13 years old) who played DragonBox as a part of technology intervention, we examined (a) the relations between…
Descriptors: Game Based Learning, Educational Games, Problem Solving, Mathematics Achievement
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Lee, Silvia Wen-Yu; Shih, Meilun; Liang, Jyh-Chong; Tseng, Yi-Chen – British Journal of Educational Technology, 2021
The purpose of this study was to investigate the affordances of participatory simulations by comparing students' models of engagement and science learning outcomes in a multi-team participatory simulated game (MPSG) and a single-team participatory simulated game (SPSG). Two versions of a mobile-based game about marine fishery management were…
Descriptors: Learner Engagement, Animal Husbandry, Marine Education, Ecology
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Hsu, Mei-En; Cheng, Meng-Tzu – British Journal of Educational Technology, 2021
Games have been regarded as a potential vehicle for enhancing student learning. Previous studies mainly focused on learning outcomes; however, the learning processes and dynamic in-game behaviours of students who are immersed in a game context are relatively undiscovered. The purposes of this study were to develop an educational game, "Bio…
Descriptors: Game Based Learning, Middle School Students, Grade 7, Educational Games
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Makransky, Guido; Petersen, Gustav B.; Klingenberg, Sara – British Journal of Educational Technology, 2020
Science-related competencies are demanded in many fields, but attracting more students to scientific educations remains a challenge. This paper uses two studies to investigate the value of using Immersive Virtual Reality (IVR) laboratory simulations in science education. In Study 1, 99 (52 male, 47 female) seventh (49) and eighth (50) grade…
Descriptors: Computer Simulation, Technology Integration, Science Interests, Science Careers
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Cheng, Meng-Tzu; Huang, Wei-Yu; Hsu, Mei-En – British Journal of Educational Technology, 2020
Game-based learning environments typically elicit a variety of emotions; however, the influence of emotions on game-based learning is basically underemphasized. This study sought to investigate how emotions are related to science learning in a gaming context. "Humunology," an educational game for learning about the human immune system,…
Descriptors: Psychological Patterns, Outcomes of Education, Science Instruction, Game Based Learning
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Petersen, Gustav B.; Klingenberg, Sara; Mayer, Richard E.; Makransky, Guido – British Journal of Educational Technology, 2020
Immersive Virtual Reality (IVR) is being used for educational virtual field trips (VFTs) involving scenarios that may be too difficult, dangerous or expensive to experience in real life. We implemented an immersive VFT within the investigation phase of an inquiry-based learning (IBL) climate change intervention. Students investigated the…
Descriptors: Field Trips, Educational Technology, Technology Uses in Education, Computer Simulation
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Wang, Liyan; Chiang, Feng-Kuang – British Journal of Educational Technology, 2020
Science, technology, engineering, and mathematics (STEM) education has become an international priority. STEM education provides students with interdisciplinary knowledge and promotes the cultivation of high-level skills. However, STEM training opportunities for teachers are rare, which results in fewer opportunities for primary and secondary…
Descriptors: Technology Integration, Engineering Education, Methods, STEM Education
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Zheng, Xiao-Li; Kim, Hoi-Soo; Lai, Wen-Hua; Hwang, Gwo-Jen – British Journal of Educational Technology, 2020
In recent years, most studies on flipped classrooms or flipped learning have focused on learners' motivation, academic achievement and teachers' and students' perceptions of the flipped classroom. Little research has involved interactions in the flipped classroom. This study aims to show that in-class collaborative learning in the flipped…
Descriptors: Educational Technology, Technology Uses in Education, Video Technology, Cooperative Learning
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Cabus, Sofie J.; Haelermans, Carla; Franken, Sonja – British Journal of Educational Technology, 2017
This paper explored the effects of in-class-level differentiation by making innovative use of an interactive whiteboard (SMARTboard) on math proficiency. Therefore, this paper evaluates the use of SMARTboard in class, in combination with teacher training, using a randomized field experiment among 199 pre-vocational students in seventh grade in the…
Descriptors: Mathematics Instruction, Teaching Methods, Bulletin Boards, Visual Aids
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Cheng, Meng-Tzu; Lin, Yu-Wen; She, Hsiao-Ching; Kuo, Po-Chih – British Journal of Educational Technology, 2017
Many studies have shown the positive impact of serious gaming on learning outcomes, but few have explored the relationships between game immersion and science learning. Accordingly, this study was conducted to investigate the effectiveness of learning by playing, as well as the dynamic process of game immersion experiences, and to further identify…
Descriptors: Multivariate Analysis, Grade 7, Quasiexperimental Design, Research Design
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Mason, Lucia; Pluchino, Patrik; Tornatora, Maria Caterina – British Journal of Educational Technology, 2016
This study used an eye-movement modelling example (EMME) in the school context to corroborate and extend recent findings about the educational potential of eye-tracking technology for supporting strategic processing and learning from an illustrated text. Sixty-four seventh graders were randomly assigned to the modelling and non-modelling…
Descriptors: Eye Movements, Learning Processes, Grade 7, Models