26,338 results on '"EDUCATIONAL games"'
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2. Activity File of Learning Center and Classroom Multi-Cultural Activities.
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Riverside Unified School District, CA.
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The cards in this file are representative samples of the types of activities developed by teachers involved in a Title I funded learning center of multi-cultural classroom activities for elementary school students. The five cultures that are stuoied are those of blacks, Asian Americans, native Americans, Mexican Americans, and Anglos. A multi-media approach is used in the classroom, and the activities described on these cards are part of a program which includes films, filmstrips, tapes, field trips, etc. Activities are divided into five areas: reading and language arts, cooking, arts and crafts, math, and music and dance. Listed under these five areas are thirty-eight activities, some of which include puzzles, types of poetry, how to make groundnut soup, early American recipes, food for the pioneers, African beads, Indian pottery, Japanese carp kits, Oriental block prints, counting triangles, the limbo dance, the Mexican national folk dance, the China poblana costume, and others. (Author/AM)
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- 2024
3. Bacttle: A Microbiology Educational Board Game for Lay Public and Schools
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Tania Miguel Trabajo, Eavan Dorcey, and Jan Roelof van der Meer
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Inspired by the positive impact of serious games on science understanding and motivated by personal interests in scientific outreach, we developed "Bacttle," an easy-to-play microbiology board game with adaptive difficulty, targeting any player from 7 years old onward. Bacttle addresses both the lay public and teachers for use in classrooms as a way of introducing microbiology concepts. The layout of the game and its mechanism are the result of multiple rounds of trial, feedback, and re-design. The final version consists of a deck of cards, a 3D-printed board, and tokens (with a paper-based alternative), with all digital content open source. Players in Bacttle take on the character of a bacterial species. The aim for each species is to proliferate under the environmental conditions of the board and the interactions with the board and with other players, which vary as the play evolves. Players start with a given number of lives that will increase or decrease based on the traits they play for different environmental scenarios. Such bacterial traits come in the form of cards that can be deployed strategically. To assess the impact of the game on microbiological knowledge, we scored differences in the understanding of general concepts before and after playing the game. We assessed a total of 169 visitors at two different university open-day science fairs. Players were asked to fill out a brief survey before and after the game with questions targeting conceptual advances. Results show that Bacttle increases general microbiology knowledge on players as young as 5 years old and with the highest impact on those who have no "a priori" microbiology comprehension.
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- 2024
4. Middle School Teachers' Perceptions of the Use of Serious Games for Students with Attention Deficit Hyperactivity Disorder
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LaToyia R. Stewart
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Attention deficient hyperactivity disorder (ADHD) is the most common childhood neurodevelopment disorder, and severe digital game use has recently shown significant promise in this psychotherapeutic area. Digital serious games have also been used as an innovative teaching and learning approach. This study aimed to explore middle school teachers' perceptions of the use of digital severe games for students with ADHD. The conceptual framework for this study was Sherry's model of game engagement. The two research questions for this basic qualitative study focused on middle school teacher perceptions regarding the benefits and challenges related to the use of digital serious games for students with ADHD. Semi-structured interviews were conducted with ten middle school teachers from southern U.S. school districts who had used digital serious games for at least one academic school year. Data analysis using emergent codes showed that middle school teachers reported that the social aspect of digital serious games encouraged teamwork and camaraderie while also emotionally building student confidence. Challenges included students being distracted by their peers, anxiety, frustration caused by not understanding the game concepts, and time constraints that influence a student's performance within a game. The results of this study may contribute to positive social change by providing teachers and administrators with the knowledge and leverage they need to understand the benefits and challenges of using serious games when teaching students with ADHD, thereby improving student success through teacher support and professional development.
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- 2024
5. Enhancing the Digital Competence of Prospective Primary School Teachers through Utilizing Kahoot!
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Inna Stakhova, Antonina Kushnir, Nataliia Franchuk, Kateryna Kolesnik, Lyudmila Lyubchak, and Mikhailo Vatso
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Given the rapid advancement of modern information and communication technologies, as well as the increasing demand for distance and hybrid learning models, it is imperative that prospective teachers attain a high level of digital competence. This study aimed to determine how effective the technique of using Kahoot! to develop the digital competence of prospective primary school teachers. To diagnose the effectiveness of the developed methodology, testing was used which included various types of tasks and questionnaires in order to assess prospective primary school teachers' readiness to use digital tools in their professional activities. The results obtained (tcrit = 1.982) made it possible to conclude that utilizing Kahoot! interactive platform in prospective primary school teachers' professional training contributes to enhancing their digital competence. According to the findings, the gamified application Kahoot! contributes to students' study motivation, creates a favorable psychological atmosphere. A promising area for further research is to explore the prospective teachers' readiness to create multimedia products using state-of-the-art software iClone Pro, Toon Boom Harmony, Anime Studio Pro, etc.
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- 2024
6. Addressing Methodological Challenges in Follow-Up RCTs during the COVID-19 Pandemic: The Impact of the Good Behavior Game and MyTeachingPartner™ on Teacher Burnout and Self-Efficacy
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Alexa C. Budavari, Heather L. McDaniel, Antonio A. Morgan-López, Rashelle J. Musci, Jason T. Downer, Nicholas S. Ialongo, and Catherine P. Bradshaw
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Retention of early career teachers is a critical issue in education, with burnout and self-efficacy serving as important precursors to teachers leaving the field. An integration of the PAX Good Behavior Game (GBG; Barrish et al., 1969) and MyTeachingPartner (MTP; Allen et al., 2015) was tested in a randomized controlled trial (RCT) to investigate whether the combined programs would improve long-term outcomes for early career teachers. However, due to the COVID-19 pandemic, there was a higher proportion of missing data and attrition in follow-up data collection than otherwise would have been expected. The current paper focused specifically on intervention impacts on teacher-reported burnout and self-efficacy through the COVID-19 pandemic and explored various approaches for addressing missing data as an illustrative example for other researchers who may similarly have faced missing data challenges due to the pandemic. Participants included in the original trial were N = 188 early career teachers (grades K-3) who were randomly assigned to either the intervention (i.e., GBG+MTP; n = 94 teachers) or control condition (n = 94) and provided baseline data. Specifically, teachers reported on their burnout and self-efficacy at pre-intervention (Fall), post-intervention (Spring), 1-year post intervention (in Fall and Spring), COVID Year 1 (Spring 2021), and COVID Year 2 (Spring 2022). We conducted a series of outcomes analyses under varying missing data assumptions (i.e., MCAR, MAR, NMAR). There were mixed findings (i.e., both null and beneficial) regarding GBG+MTP impacts on burnout, which varied across missing data assumptions; however, there were no GBG+MTP impacts on self-efficacy. This study may also provide insight for other researchers encountering similar challenges when analyzing follow-up data collected during the COVID-19 pandemic, as we highlight pros and cons of several different approaches for modeling missing data related to attrition due to the COVID-19 pandemic and related school closures. [This paper will be published in "Prevention Science."]
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- 2025
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7. Integrating a Movement-Based Learning Platform as Core Curriculum Tool in Kindergarten Classrooms
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Valeria Aloizou, Stavey Linardatou, Michael Boloudakis, and Symeon Retalis
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Incorporating immersive technologies in education has become increasingly popular due to their ability to facilitate active learning and engage students in the acquisition of concepts and skills. One form of immersive technology includes educational games that incorporate movement interaction, allowing children to engage with in-game elements by either immersing their own image within the game environment or by controlling an avatar using their hand and body gestures. Nonetheless, successfully incorporating these technologies into classrooms with sizable student populations presents a challenge, necessitating the implementation of a well-considered design approach. This paper introduces a systematic learning design approach facilitating the integration of a movement-based learning platform as a core curriculum tool in multimodal learning stations within authentic Kindergarten classroom settings. The design approach was evaluated in a case study involving three kindergarten teachers and 49 students conducted over a full school year. Progress data were gathered utilizing a combination of quantitative and qualitative evaluation tools. Analysis of the data suggests that integrating multimodal learning activities led to improvements in overall academic performance, particularly in critical mathematical skills compared to pre-test scores. Teachers expressed a positive attitude towards the integration of movement-based games using the learning design approach, finding it to be beneficial and effective for student learning. The study emphasizes the importance of purposeful design in creating immersive learning experiences and underscores the significance of utilizing multiple representations to enhance student motivation and engagement. The proposed systematic learning design approach has the potential to be applied to a broad range of grade levels, academic subjects and educational contexts to facilitate the integration of immersive technologies.
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- 2025
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8. Now You See Me, Now You Don't: Children Learn Grammatical Choices during Online Socially Contingent Video and Audio Interactions
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Leone Buckle, Holly P. Branigan, Laura Lindsay, and Katherine Messenger
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Previous research has established that children's experiences of language during in-person interactions (e.g. individual and cumulative experiences of structural choices) implicitly shape language learning. We investigated whether children also implicitly learn structural choices during online interactions, and whether this is affected by the visual co-presence of a partner. During an online conference call, three- and five-year-olds alternated describing pictures with an experimenter who produced active ("a cat chased the dog") and passive ("the dog was chased by a cat") prime descriptions; half the participants had video+audio calls, and half had audio-only. Children in both age groups produced more passives after passive than active primes, both immediately and with accumulating input across trials; neither effect was influenced by call format (video+audio vs audio-only). These results demonstrate that implicit grammar learning mechanisms, as evidenced by syntactic priming effects, operate during socially contingent online interactions. They also highlight the potential of online methodologies for developmental language production research.
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- 2025
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9. Gamification and Player Type: Relationships of the HEXAD Model with the Learning Experience
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Silvia Sipone, Victor Abella, Marta Rojo, and José Luis Moura
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Gamification is a widely utilised educational tool designed to promote specific behaviours. An effective gamification design must consider users' experiences and perceptions to enhance engagement and participation. This research is part of a broader study that develops gamified activities to teach primary school pupils about sustainable mobility. The study investigates the relationship between player profiles, as defined by the Hexad scale, and the use of the ClassCraft platform for learning sustainable mobility concepts. The Hexad scale serves as an instrument to analyse the various motivations exhibited by each student when interacting with the gamified application. Specifically, we examine the connection between player profiles, learning levels, the components of the ClassCraft platform, and the impact of gender on this relationship. An experiment was conducted with 75 fifth-grade primary school students (aged 10-12) who used the ClassCraft platform. Several linear regression models correlated various variables with the player profiles included in the Hexad scale. The results indicate a relationship between player profiles and the variables considered: final score on the platform, number of activities completed, number of connections made, player level achieved, student satisfaction level, and learning levels. Additionally, the high percentage of socialiser profiles found among the students is perfectly in line with some of the intrinsic characteristics of the ClassCraft platform. Furthermore, the analysis revealed minimal differences between male and female players across most profiles.
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- 2025
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10. Evaluation of the Good Behavior Game Using ClassDojo in Secondary Classrooms
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W. Blake Ford, Keith C. Radley, Daniel H. Tingstrom, Evan H. Dart, and Brad Dufrene
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Effective classroom management skills are critical in supporting students' academic, social, and behavior development in schools. However, teachers often report support with classroom management as their greatest need. Given this concern, effective and efficient strategies are needed for teachers and school staff dealing with class-wide behavioral difficulties. The purpose of this study was to assess the effects of the Good Behavior Game utilizing ClassDojo on class-wide academically engaged and disruptive behavior. A withdrawal design was used to evaluate the effects of the intervention on the behavior of students in four seventh and eighth grade classrooms. Measures of teacher perception of social validity and student perception of acceptability were also obtained. Overall, results indicated the intervention procedures were effective at increasing student academic engagement across four secondary classrooms, were considered socially valid by participating teachers, and were acceptable to secondary students. Impact Statement: Few studies have evaluated class wide interventions in secondary settings, despite a clear need for such supports. The current study found the Good Behavior Game to be effective when implemented with ClassDojo, with procedures found to be socially valid by teachers and students.
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- 2025
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11. Estimating Climate Change Numbers: Mental Computation Strategies That Can Support Science Learning
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Ian Thacker, Hannah French, and Shon Feder
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Presenting novel numbers about climate change to people after they estimate those numbers can shift their attitudes and scientific conceptions. Prior research suggests that such science learning can be supported by encouraging learners to make use of given benchmark information, however there are several other numerical estimation skills that may also be relevant in this context. This design-based research project aimed to identify specific mathematical skills that might support postsecondary students' learning from novel scientific data. Concurrently, we also developed an open-source online science learning app. In three design iterations, we conducted 22 think-aloud interviews with undergraduate and graduate students at a Hispanic Serving Institution as they estimated climate change data, before being shown the scientifically accepted value. Productive estimation strategies included: tolerance for error, mental computation skills (rounding and arithmetically manipulating given benchmark values), and integration of prior educational and personal experiences. Two cases are presented, the first illustrates a student who used estimation strategies productively and was tolerant of their inaccuracies, and the second illustrates a student who reacted negatively to feedback on their inaccuracies. Results implicate principles for integrating mathematics and science learning and showcase a learning intervention that embodies those principles.
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- 2025
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12. Development and Implementation of an Educational STEM Escape Room to Improve Student Engagement with Course Material and Program Recruitment
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Rebecca S. Rivard
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Escape rooms are collaborative puzzle solving activities that require the participants to utilize logical reasoning and teamwork. With a slight refocusing on previously acquired knowledge, escape rooms can also be used to test and promote learning of certain topics. This paper describes the development of a one-hour in-person STEM focused escape room that was used as a recruitment tool for high school students considering enrollment in the biology department at a small undergraduate institution. In addition to outlining how to develop an escape room, this article provides lists of the puzzles and materials needed for others to replicate this escape room. The use of escape rooms for learning and engagement has been expanding in higher education in recent years. However, building such a tool is often an arduous process. This article provides a starting place and suggestions to alleviate some of the difficulties associated with creating an educational escape game, making escape rooms more accessible to educators at every level.
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- 2025
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13. 'Benkangen' Game: Digital Media in Elementary School Indonesian Language
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Mar'atussolichah, Hamidulloh Ibda, Muhammad Fadloli Al-Hakim, Faizah Faizah, Aniqoh Aniqoh, and Mahsun Mahsun
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The background of this research is the need for teacher innovation in developing digital-based learning media in Indonesian language learning. The research method used is research and development (R&D) with the analysis, design, develop, implement, and evaluate (ADDIE) model, which consists of five research stages: analysis, planning, development, implementation, and evaluation. Data collection techniques are questionnaires, in-depth interviews, observations, and documentation that present the results regarding innovation, features, applications, and the impact of using the "benkangen" game in learning Indonesian in elementary school. The subjects of this study were 25 teachers from 25 elementary schools, and 66 students from 10 elementary schools in Magelang district and Magelang city. The results showed innovation in the development of game applications based on Magelang local wisdom with game features in the form of puzzles of Magelang culture and local wisdom, Indonesian language learning materials packaged in the form of questions accompanied by the number of points in each answer, and audio that reflects local wisdom in Central Java. The novelty of this research is the development of the "benkangen" game based on Magelang local wisdom, which still needs to be developed by teachers in Indonesia. Future research needs to explore the innovation of Indonesian language learning games through the latest software.
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- 2024
14. The Effect of Digital Game Design-Supported Coding Education on Gifted Students' Scratch Achievement and Self-Efficacy
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I?brahim Bozan and Erdal Taslidere
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Coding tools that use blocks to create programs are popular among kids and play a key role in learning how to code. The effectiveness of the coding courses that are available nowadays depends on how well the tools match the students' needs. The aim of this study is to reveal the impact of digital game design-supported coding education with Scratch on gifted students' Scratch academic achievement and self-efficacy. The research was conducted with a one-group pre-test and post-test experimental design. The sample of the study consists of 40 gifted 3rd grade students studying at a Science and Art Center in Türkiye. The Scratch achievement test and the Scratch self-efficacy scale were used as pre- and post-tests before and after the training. The data from the study were analyzed with a dependent group t-test. The post-test scores of the students obtained from the Scratch achievement and self-efficacy scale showed statistically significant increases compared to the pre-test scores. It was revealed that digital game design-supported education contributed positively to students' scratch achievement and self-efficacy in coding.
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- 2024
15. Creating a Chemical Escape Room at the University Level: Innovative Resources for Future Primary School Teachers
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Sergio Fuentes Anton
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Teaching natural sciences can be challenging, especially with unmotivated or disinterested students. The challenge increases when the term "Didactics" appears in the subjects under study, for example, with Didactics of Natural Sciences. The present work details the design and execution process of an escape room experience used as a methodology for teaching and reviewing chemistry at the university level. The manuscript describes the puzzles and experiments carried out in the laboratory, as well as the results obtained from its implementation and the assessment methods used. The experience took place during the academic years 2021-2022 and 2022-2023, with students enrolled in the second year of the Primary Education Teacher degree. In each period, four nonhomogeneous groups with different numbers of students verified the game. Within an hour, participants had to face four main puzzles to gather the necessary information to solve a crime that occurred in the lab. Upon completing the escape room, the students filled outa questionnaire to express their opinions and evaluate the activity. The results obtained from the questionnaire survey showed a high level of satisfaction with the methodology employed.
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- 2024
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16. Addition to 'Interactions 500: Design, Implementation, and Evaluation of a Hybrid Board Game for Aiding Students in the Review of Intermolecular Forces during COVID-19 Pandemic'
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José Nunes da Silva Júnior, José Mariano de Sousa Oliveira, Jean-Yves Winum, Antonio José Melo Leite Junior, Francisco Serra Oliveira Alexandre, David Macedo do Nascimento, Ulisses Silva de Sousa, Antônia Torres Ávila Pimenta, and André Jalles Monteiro
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The educational game Interactions 500 was extensively used remotely during the COVID-19 Pandemic as an activity at the Federal University of Ceará (Brazil) to help students review intermolecular forces. In the postpandemic years, the game was also used face-to-face in the classroom. However, Apple Store and Google Play Store removed it from their list of apps in April of the current year, claiming that "the app was not compliant with one or more of their Developer Program Policies". This happens due to frequent updates to app stores' security policies, requiring constant maintenance of applications, which is not always possible or feasible due to time or financial limitations. Therefore, any reader of the Journal of Chemical Education can no longer access and play the game published in 2020.Faced with this scenario, the authors decided to develop a 100% online version of the game, which does not require any app to work and allows students to play the game remotely or face-to-face using mobile devices or, now, computers. The online version is presented in this article along with a student evaluation of the game.
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- 2024
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17. Using Game-Based Learning and Quantum Computing to Enhance STEAM Competencies in K-16 Education
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Daniel Escanez-Exposito, Javier Correa-Marichal, and Pino Caballero-Gil
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Quantum computing is an emerging and quickly expanding domain that captivates scientists and engineers. Recognizing the limitations of conventional educational approaches in adequately preparing individuals for their incursion in this area, this research introduces a novel board game called "Qubit: The Game," whose objective is twofold: 1) to foster enthusiasm for quantum computing and 2) to enhance comprehension of fundamental notions within this discipline. This document provides explanations regarding the rationale behind selecting a board game format, the game's design and mechanics, as well as the methodology followed during its development. Furthermore, it contains a first analysis conducted to assess the impact of the designed game, on the perception, interest and fundamental notions of quantum computing among K-16 students. The outcomes from this research unequivocally demonstrate that the devised game serves as a potent instrument in cultivating enjoyment and facilitating the understanding of essential knowledge in a topic as intricate as quantum computing. In fact, the effectiveness of this game also highlights its potential to introduce learners to different STEAM-related topics.
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- 2024
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18. Teachers' Opinions toward Implementing Affect-Focused Mathematics Teaching in Real and Virtual Classrooms
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Mei-Shiu Chiu
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This study aims to understand teachers' opinions toward a framework of affect-focused mathematics teaching and its use in real and virtual classrooms. The participants were 11 school teachers from diverse backgrounds (mostly teaching mathematics). Before the interview, the teachers viewed an introduction to the framework and the teaching materials of the PowerPoint version for real classrooms, and that of the application version (with more interactive games and real-time process data) for virtual classrooms. With qualitative methodologies and the bio-eco-tech model as an analytical model, the analysis results show that teachers perceive that affect is sense-making in the bioecosystem. In the microsystem, students experience the pedagogy of the framework, ICT facilities, and teachers' technological pedagogical content knowledge. In the mesosystem, the family environment determines the use of extension to outside school settings. The exosystem needs teacher education and advanced ICT development. In the macrosystem, fully implementing the framework has cultural constraints from direct teaching, textbooks, and abundant teaching content--the pandemic and the fast-developing ICT impact the chronosystem. This study contributes to a refined bio-eco-tech model linking real and virtual classrooms, which suggests ways to improve ICT, pedagogical, and teacher program designs for educational practices.
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- 2024
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19. Gamifying Online Learning: An Evaluation of Kahoot's Effectiveness in Promoting Student Engagement
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Rosaline Tandiono
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This study critically assesses Kahoot!'s effectiveness in enhancing student engagement in online learning environments, filling identified research gaps, such as theoretical gaps, online application challenges, and reliance on quantitative methods. Utilizing semi-structured interviews, it explores the impact of Kahoot! on student engagement, framed within Moore's (1989) engagement theory. The findings demonstrate that while Kahoot! advances student engagement through immediate feedback and gamification, its limitations in fostering deep learning, student-lecturer interactions beyond academic matters, and peer-to-peer interactions are not optimized. The study suggests that to achieve comprehensive engagement, educators should integrate various interactive tools alongside Kahoot! in virtual classrooms.
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- 2024
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20. In-Service School Teachers' Evaluation of YOUth Go, a Platform for Easily Creating Educational Location-Based Games That Require Players' Physical Activity
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Sotirios Karanasios and Marina Papastergiou
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Location Based Games (LBGs) can support various learning activities in both formal and informal settings. Furthermore, the fact that they can utilize players' physical movement for players' advancement in the game world makes them an appealing alternative for promoting physical activity in students. However, LBGs are not sufficiently used in education with one reason being that their development requires advanced technical skills that school teachers often lack. The aim of this study was twofold: (a) the design and development of an open-source platform for the simplified creation of multi-player educational LBGs that require players' physical activity, by persons that possess basic computer or smartphone use skills, such as school teachers, and (b) the evaluation of the platform, and specifically of its game design environment, by school teachers as to its perceived usability and acceptance. YOUth Go comprises a Game Designer Environment (GDE), that the designer uses on any device to create a game, and a Game Player Environment (GPE), that the player uses on a GPS enabled Android or iOS device to play the game outdoors. Eighty-four (84) randomly selected in-service teachers attended a three-hour online seminar on mobile learning, LBGs and the use of the GDE. During it, they started creating their own games, that they could complete in their free time for two weeks, after which, they answered an online questionnaire on the usability and acceptance of the GDE. The usability of the GDE was perceived to be good by the teachers, who found it to be user-friendly and did not encounter particular difficulties with it. They were highly satisfied from the GDE, which they perceived as a useful tool for their work, did not feel anxiety about, but had very positive attitudes towards using it, with their intention to use it in the future being high. The findings suggest that teachers are likely to adopt YOUth Go as a tool for promoting students' learning and physical activity.
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- 2024
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21. Reducing Teacher Distress through Implementation of the Good Behavior Game
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Keith C. Radley, Aaron J. Fischer, Paige Dubrow, Sara N. Mathis, and Haylee Heller
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High rates of teacher turnover are of critical concern for education agencies on a national level. When surveyed, teachers commonly report that student problem behavior is a primary motivator for leaving the profession. Previous research indicates that efforts to promote classroom management skills that address disruptive student behavior may alleviate some of the stress that leads to teacher burnout. The purpose of this study was to assess the effects of the Good Behavior Game on self-reported stress levels in teachers. The rate of academically engaged behavior in students was also assessed as a secondary outcome measure. A multiple baseline design was used to evaluate the effects of teacher implementation of the Good Behavior Game within three elementary-level classrooms at a Title I school. Overall, the results indicate that the Good Behavior Game intervention procedures were effective in decreasing teacher stress levels and increasing academically engaged behavior in students.
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- 2024
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22. A Description of Suspected Concussions in Football-Related Activities among K-12 Students in Utah
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Dana Waltzman, Kelly Sarmiento, Deanna Ferrell, Vanonda Kern, and Chloe Roghaar
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The circumstances and nature of concussions among youth who play tackle, flag, or touch football are not well understood. This study used data from Utah's Student Injury Reporting System (SIRS) to explore suspected concussions among K-12 students sustained during participation in football-related activities (tackle, flag, or touch football). Descriptive statistics and chi-square analyses showed that 54.7% of suspected concussions due to football-related activity were among elementary and middle school and 41.3% were among high school students. Most suspected concussions resulted from being struck by or against something (81.9%) and occurred during school-sanctioned games and practices (37.9%), lunch, lunch recess, and recess (34.8%), or physical education class (22.7%). The type of school activity and context for suspected concussions varied by school level. School nurses and others in Utah may use study findings to customize concussion prevention efforts by school level and activity.
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- 2024
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23. Combining Inquiry, Universal Design for Learning, Alternate Reality Games and Augmented Reality Technologies in Science Education: The IB-ARGI Approach and the Case of Magnetman
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Angelos Sofianidis, Christos Skraparlis, and Nayia Stylianidou
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This paper presents and discusses the inclusive inquiry-based alternate reality game (IB-ARGI) approach, a pedagogical gamified approach supporting inclusive contemporary educational contexts. The IB-ARGI approach comprises Inquiry-based Learning, Alternate Reality Games, Universal Design for Learning and Augmented Reality technology in order to shape an inclusive inquiry-based learning environment for all students. The aspects of the IB-ARGI approach are illustrated and discussed by focusing on an IB-ARGI implementation on the topic of Magnets and Magnetism for 65 preschool student teachers in the context of a laboratory course in Science. The study aims to explore preschool student teachers' perception of the IB-ARGI approach as learners and future teachers using a mixed method approach and assess the intervention's learning outcomes through pre- and post-tests. The results revealed fruitful insights into how the IB-ARGI approach motivated the student teachers to actively participate in the inquiry through an immersive experience involving multiple means of engagement, representation, and action and expression. Findings concerning the learning outcomes also indicated significant learning gains for the participants. Despite this work's suggestive and exploratory nature, the study offers new perspectives and findings to the literature regarding the formation of more inclusive inquiry practices. Additionally, it contributes to opening a route in the current literature concerning the formation of more inclusive approaches and practices in science education.
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- 2024
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24. A Mobile Contextualized Educational Game Framework with ChatGPT Interactive Scaffolding for Employee Ethics Training
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Yu-Chi Chen and Huei-Tse Hou
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Technologies like ChatGPT and other AI tools have impacted learning by giving students more chances to ask questions and explore knowledge. The inclusion of Non-Player Characters (NPCs) as scaffolding in game-based situated learning activities can have a positive impact on learning. The application of ChatGPT to role-playing has potential; therefore, this study designed a "ChatGPT-based NPCs scaffolding Workflow Framework" and used it as the basis for designing and evaluating an educational game for employee ethics training with empirical evidence. This study had 61 participants, divided into a document scaffolding group (n = 32) and a ChatGPT-based NPC group (n = 29) and examined the learning achievement, flow, motivation, and anxiety in the two groups. The results showed that the designs of both groups benefited learning achievement, and both groups could maintain a certain level of high motivation and engagement. Through qualitatively analyzing the content of students' discussions with NPCs, it was found that there is potential for NPC-assisted learning through ChatGPT. Overall, this study explored the efficacy and limitations of using ChatGPT-based NPCs as scaffolding in game-based learning and found that it is extensible. We also present a framework for the design of ChatGPT-based NPCs scaffolding mechanism.
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- 2024
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25. Operating under Stress: An Experiential Exercise to Illustrate the Sources and Consequences of Work Stress
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Rachel E. Frieder
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This experiential exercise is crafted around the classic board game Operation® (Hasbro 2008). Students are instructed that they are members of an emergency room team responsible for curing their patient of their ailments. However, unlike the board game, students in roles of doctors, nurses, and chief of surgery grapple with numerous sources of work-related challenge and hindrance stressors while trying to complete their job duties. In addition, participants are intermittently exposed to various types of work and non-work-related stressors throughout the exercise that cause interruptions to job fulfillment. These various conditions serve to illuminate the sources of job stress as well as the implications of both challenge and hindrance stressors on critical workplace outcomes, such as motivation, satisfaction, and workplace performance. This experiential exercise can be expanded to incorporate several organizational behavior topics, such as justice/fairness, leadership, teamwork, and work redesign.
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- 2024
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26. Enhancing Mandarin Learning through Classroom Response Apps: A Comparison of Cognitive and Affective Factors in Touch and Shaking Responses
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Jon-Chao Hong, Kai-Hsin Tai, and Tzu-Yu Tai
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Background: This study was motivated by the need to enhance Mandarin learning through embodied interactions and physical engagement methods. While most studies confirm the positive effects of touchscreen devices on learning, mixed findings suggest a need for more engaging methods. This research addresses these gaps by exploring the benefits of embodied interaction through the Shaking-On game app, an embodied question-response platform, in comparison to Kahoot. Objectives: To compare the learning effectiveness of the Shaking-On app, which incorporates physical shaking interactions, with the conventional quiz platform Kahoot in promoting Mandarin learning and positive emotional experiences. Methods: A total of 158 junior high school students participated in the study, engaging in 15-minute sessions once a week for 3 weeks in a formal classroom setting. Participants were divided into two groups: one using the Shaking-On app and the other using Kahoot. The study employed a comparative analysis framework based on achievement emotion theory to evaluate learning outcomes and emotional responses. Furthermore, the classroom response system (CRS) analysis was used to assess the cognitive and affective parameters of the learning tasks in the Shaking-On app and Kahoot, providing detailed insight into how different interactive tasks contributed to learning. Results and Conclusions: The results indicated that the Shaking-On app significantly enhanced Mandarin learning and engagement compared with Kahoot. Participants using Shaking-On experienced higher levels of interactive situational interest and flow, while test anxiety remained consistent across both groups. These findings suggest that incorporating embodied interactions into digital learning tools can substantially benefit student engagement and learning outcomes. The study indicated that such apps could be effectively integrated into classroom settings to enhance student learning. Educators and game developers are encouraged to integrate such interactive elements to improve the efficacy and appeal of educational applications.
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- 2024
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27. Hacking Gender in Computer-Supported Collaborative Learning: The Experience of Being in Mixed-Gender Teams at a Computer Science Hackathon
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Dana Kube, Sebastian Gombert, Brigitte Suter, Joshua Weidlich, Karel Kreijns, and Hendrik Drachsler
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Background: Gender stereotypes about women and men are prevalent in computer science (CS). The study's goal was to investigate the role of gender bias in computer-supported collaborative learning (CSCL) in a CS context by elaborating on gendered experiences in the perception of individual and team performance in mixed-gender teams in a hackathon. Dataset: The dataset of this study was collected at a 3-day CSCL hackathon aimed at gaining knowledge on designing educational games. We assigned the 28 participants of the hackathon to mixed-gender groups and asked them to fill out a questionnaire, including collective self-esteem scales, before the start. During the hackathon, we again asked the participants to complete team progress evaluation surveys individually after each workday. Lastly, we interviewed 11 participants to elaborate on the quantitative findings with qualitative data. Methodology: We applied an exploratory mixed-method approach using quantitative survey data at several time points during the hackathon, which was analysed with clustering and descriptive statistics and complemented with qualitative coding of interviews with participants. Results: The results demonstrate that social and psychological aspects of gender are important for understanding the outcomes and perceptions of gender in a CS hackathon. The analysis further suggests that collective self-esteem can be used as a key variable to assess gender differences in CSCL studies, providing explanatory benefits. More broadly, results gave reason to believe that CSCL in the CS domain currently severely fails to account for gender representation. Interviewed participants raised substantial concerns about the underlying gender stereotypes prevalent in communication, team roles, and work division. We provide recommendations for practitioners seeking to create gender-inclusive and counter-stereotypical CSCL and wider, critical proposals for how we, as researchers, can assess gender with appropriate methodologies and interventions in computer science education.
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- 2024
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28. Using a Video Activity Schedule to Teach Cooperative Games to Autistic Children in a Camp Setting
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Marie Kirkpatrick, Mariela E. Tankersley, Gennina Noelle A. Ferrer, and Roberta Carrillo Vega
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Video activity schedules are a combination of video modeling and activity schedules that teach a singular task or a series of tasks to be completed. Instead of a sequence of pictures, videos demonstrate to the learner what is expected to be done. Research has focused heavily on using video activity schedules to teach daily living or vocational skills; however, there is a lack of research on using video activity schedules to teach play skills. In this study, a non-concurrent multiple baseline design across participants was used to evaluate the effect of a video activity schedule to teach four dyads of autistic children how to play cooperative games during a summer day camp. Results indicate that all participants learned how to play the game, including during generalization and maintenance probes. A limitation within the study was a lack of data collected for social communication and social validity. Future research should collect social communication data and/or other measures like indices of happiness (e.g., smiling, laughing, etc.).
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- 2024
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29. 'Parlure Games': Leaping Outta the HVPT Lab and into the Ecological Classroom
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Rhonda Chung and Walcir Cardoso
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Reterritorialization is an imperial process that creates settler colonial nations, like Canada, and funds intergenerational settler policies to assert intergenerational control over unceded territory, like English-only and French-only teacher education programs. This results in pedagogies designed to discourage learners from exploring other languages, instead focusing on the learning of low-variable, standardized materials (e.g., from mass media), which privilege social speech markers indexed to white native speakers. Such invariability is neither sociocognitively advantageous to learners nor linked to robust language learning, predicting miscommunication. To address this lack of variation in the imperial language curriculum, we developed "Parlure Games," a computer-assisted language-learning tool that promotes exposure to and interaction with highly variable audiovisual social speech markers (via high-variability phonetic training: HVPT, a technique that enhances learning through varied input), while also scaffolding land-sensitizing activities critical of imperial sprawl using online mapping. In this paper, we report on the development of "Parlure Games," explore its pedagogical affordances, and assess its acceptance as a de/colonizing audiovisual learning tool by teacher candidates enrolled in a TESL program in Quebec. By providing opportunities to interact with diverse social speech markers, "Parlure Games" provides a means to pluralize the imperial classroom while sensitizing instructors to its reterritorializing processes.
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- 2024
30. A Meta-Analysis on the Effectiveness of Gamification on Student Learning Achievement
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Alvie Faustino Diaz and Henrilyn Estoque-Loñez
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Gamification is an educational strategy that makes learning fun and keeps students interested in learning, which helps them learn more and grow their knowledge. However, given its growing popularity, it is necessary to review empirical studies regarding gamification in education as an intervention for an effective teaching and learning process. Due to this need, the researcher conducted a meta-analysis to examine the impact of gamification on students' learning achievement across five moderator variables. Fifteen studies published between 2018 and 2022 were included in the review based on the inclusion and exclusion criteria. The Meta-essentials v. 1.5 were used to determine effect sizes (Hedge's g) and the outcomes of the forest plot, funnel plot, Begg-Mazumdar test, and moderator analysis. Findings revealed that gamification significantly and positively affected student learning achievement. The five moderator variables were found to be statistically insignificant. The results suggest that gamification would be appropriate across academic courses at all educational levels in Asian regions. Moreover, Kahoot is the gamified platform with the biggest effect size that could be used in well-designed in-person, online, or blended learning classes.
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- 2024
31. The Effect of Gametics Game Program on Visual Perception and Attention Skills: An Experimental Study on Third-Grade Students
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Ibrahim Bilginer, Kerim Koral, Elif Çelebi Öncü, and Esra Ünlüer
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The objective of this study is to ascertain the impact of the Gametics Game Program on the visual perception and attention levels of third-grade primary school students. The participants in this study were third-grade students enrolled in primary school in Kocaeli. This study employed a pretest-posttest control group experimental design. The experimental group comprised 45 students, 19 girls and 26 boys, while the control group consisted of 45 students, 21 girls and 24 boys. The results of the analysis indicated a statistically significant difference between the visual perception and attention post-test scores of the two groups, with the experimental group exhibiting superior performance. [This paper was published in: "EJER Congress 2024 International Eurasian Educational Research Congress Conference Proceedings," edited by Senel Poyrazli, Ani Publishing, 2024, pp. 26-30.]
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- 2024
32. Higher Education Students' Experiences of Game-Based Learning -- Fostering and Hampering Aspects in Virtual Teamwork
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Kirsi Syynimaa, Kirsi Lainema, and Timo Lainema
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The application of digital game-based learning (GBL) methods has lately received more attention in higher education (HE). An extensive body of previous investigations has recognised the potential of instructional games to advance the learning of appropriate work life skills. However, there seems to be a lack of understanding in the current literature regarding the students' views towards meaningful ways to collaborate in virtual teams during educational activities. The current study is contextualised by a business simulation game and examines university students' experiences through working collaboratively in multi-site teams. In that context, the focus is on the fostering and hampering aspects of virtual collaboration as experienced by the students during the simulation sessions. The study was executed among 66 undergraduate university students in Finland. The data were collected from the students' reflection papers and were then analysed using a qualitative content analysis approach. The evidence shows that students experienced fostering and hampering aspects in relation to communication, collaboration, organising, and technology during the simulated sessions. As these are all very typical to modern distributed collaborative work, we may conclude that the GBL course presented in this study provided students with opportunities to experience and rehearse collaborative virtual teamwork in an authentic work context. Our findings highlight the importance of allowing students to practice 21st century skills in an authentic, safe and stimulating environment. Simulation games provide a feasible context for doing so.
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- 2024
33. Incorporating Gamification in Second Language Learning: A Bibliometric Analysis
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Noor Farahani Mohd Lazim, Azwadi Ali, Mohaida Mohin, and Siti Sakinah Sidik
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In the contemporary digital era, the utilization of gaming has emerged as a prevalent method for actively engaging students in the learning processes at various levels of academic curricula and within the broader educational community. This trend is particularly pronounced in English language teaching curricula, especially among learners whose mother tongue is not the English language. The judicious incorporation of gaming activities into courses pertaining to English as a second language (ESL) holds substantial promise for augmenting student learning, motivation, and knowledge acquisition across diverse disciplines. The present study conducts a bibliometric analysis focused on the utilization of gamification in ESL teaching and learning. The study's primary objective is to furnish a descriptive analysis of scholarly documents, authors, citations, and interconnections among authors. To achieve this objective, data extracted from the Scopus database are subjected to analysis. In addition to descriptive analyses, the extracted data undergo scrutiny using the VOSviewer software, facilitating the discernment of visual representations encompassing authors' interconnections, keywords connectedness and clusters indicative of research topics within the examined scholarly landscape. Using bibliometric analysis techniques, our investigation of the citation relationships among 61 publications has successfully identified two predominant themes influenced by gamification: language learning and student motivation. The discernible evidence of a rising number of publications focusing on gamification and ESL within the examined literature highlights the growing significance of this intersection. This study holds practical implications for serious game designers, English language educators, and educational institutions.
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- 2024
34. A Systematic Review of Game-Based Assessment in Education in the Past Decade
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Fan Su and Di Zou
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Educational games, prevalent in contemporary settings, leverage game-based learning (GBL) to actively engage and enhance learners' knowledge and skill acquisition through captivating in-game learning activities. To assess the effectiveness of GBL, game-based assessment (GBA) has emerged. GBA employs gameplay for learners to attain educational objectives while capturing data for analyzing their in-game competencies. The integration of gameplay in assessments has garnered increasing attention to GBA. This review of 21 studies provides an overview of the application of GBA in the field of education, covering aspects of the publication nature, theoretical frameworks, game types, in-game assessment details, and the assessed subjects and knowledge. Key findings include: (1) the annual number of publications fluctuates; a majority of studies originate from the USA; (2) the supporting theory tends to be unitary, with the evidence-centered design model cited the most; (3) simulation, immersive, and video games with rich game elements are applied most as assessment tools, and in-game assessment details are associated with game features; and (4) GBA is predominantly used in physics education. These findings indicate that applying GBA in education is promising with solid theoretical support, and practitioners are suggested to design GBA according to their educational needs and game features.
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- 2024
35. Early Prediction of Mid-Term and Final Scores Using Deep Learning Models
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Danial Hooshyar, Nour El Mawas, and Yeongwook Yang
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The use of learner modelling approaches is critical for providing adaptive support in educational computer games, with predictive learner modelling being among the key approaches. While adaptive supports have been shown to improve the effectiveness of educational games, improperly customized support can have negative effects on learning outcomes. To tackle these challenges, we present a novel approach, called DeepLM, that considers a series of time windows representing both sequences of learners' actions during gameplay and estimation of their current competencies (using stealth assessment) to model learners and accordingly predict their future performance. The approach employs a variant of deep neural networks to early predict learners' midterm and final scores simultaneously. The results show that using 20-50% of learners' action sequences can early predict their final scores, with a cross-validated convolutional neural network (CNN) achieving an area under the curve (AUC) and accuracy of 0.879 and 85.3%, respectively. The same model can also achieve high accuracy in predicting midterm and final scores at the same time, with an AUC and accuracy of 0.848 and 77.9%. Overall, the CNN model outperforms recurrent neural network, long short-term memory, and baseline multilayer perceptron (MLP) models in predicting learners' final performance and performs better than the baseline MLP model in predicting learners' midterm and final performance using both cross-validation and independent datasets. These findings show the potential of the proposed approach in accurately early predicting learners' performance, allowing educators and game designers to tailor interventions and support mechanisms that could lead to optimized learning outcomes.
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- 2024
36. Developing an Augmented Reality-Based Board Game for Teaching Atomic Models
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Marwan Abualrob and Thawra Awad
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This study aims to develop an augmented reality (AR) board game for teaching atomic models and measure its effectiveness from the student's point of view. The Analysis, Design, Development, Implementation, and Evaluation model was used to create the AR board game to help achieve the study objectives. The study collected data from three focus groups, each one consisting of 8 students, as well as a questionnaire distributed to a sample of 30 specialists. Qualitative analysis was used on the reflective writing of a sample of 20 female students from Kferit's Secondary Girls' school upon experiencing the educational product to measure the study's effectiveness. The study findings revealed the great credibility of the educational product and its effectiveness in promoting creativity, innovation, communication and collaboration skills, and information literacy; as well as improving student motivation in a more entertaining learning environment.
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- 2024
37. Do Primary School Teachers Prefer Digital or Non-Digital Games to Support Mathematics Instruction?
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Mathematics Education Research Group of Australasia (MERGA), James Russo, and Anne Roche
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In this paper we explored primary school teachers preference for different game modes to support mathematics teaching and learning. Eighty-four teachers played digital and non-digital addition and subtraction games that were functionally equivalent during professional learning workshops. Most teachers indicated that they would be more likely to use the non-digital mode; despite more mixed views around perceived effectiveness for supporting learning and anticipated student preferences. Key reasons as to why teachers tended to prefer non-digital or digital games are examined.
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- 2024
38. Exploring Beliefs and Practices towards Teaching Probability Using Games: A Case Study of One Fijian Secondary Mathematics Teacher
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Mathematics Education Research Group of Australasia (MERGA), Hem Chand Dayal, Krishan Kumar, and Sashi Sharma
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Probability requires teaching approaches that allow children to predict, observe and experiment with concreate materials, games and simulations. In this study, we explored one teacher's beliefs and practices of teaching probability using game-based approaches. We employed a design-based research approach to explore how our case study teacher engaged with an hour-long professional learning on using a game-based probability teaching sequence. We found that our case study teacher's espoused beliefs and self-reported practices aligned with knowledge of teaching probability demonstrated during the professional learning activity.
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- 2024
39. Development of a Serious Game as a Natural Hazard Planning Decision Support Tool
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Jody A. Thompson
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As coastal populations grow, so does the exposure to natural hazards such as hurricanes and flooding, creating the potential for increased social and economic disasters. The literature indicates coastal residents remain complacent when planning before, during, and after an event. There is a growing successful use of serious games in natural resources planning, and a growth in the use of digital and electronic games. We developed the serious digital game Plan for It! in response to identified needs and to capitalize on the public's familiarity with gamification and digital gaming.
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- 2024
40. Enhancing Chinese Vocabulary Memorization Skills through Blooket Games Combined with Active Learning for First-Year Students in the Chinese Language Teaching Program at Rajabhat Mahasarakham University
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Suphasa Phupunna and Nareerat Hongsamsibkao
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This study investigates the effects of combining blooket games with active learning to improve Chinese vocabulary memorization in first-year Chinese Language Teaching students at Rajabhat Mahasarakham University. This approach aimed to make learning more engaging for Thai students. The intervention involved 26 participants and vocabulary improvement was measured from a pre-test to a post-test. The results showed a significant improvement from a mean of 13.42 ± 2.73 to 18.15 ± 1.26, which was statistically significant at the .05 level. This study suggests that integrating blooket games with active learning can effectively improve Chinese vocabulary acquisition and recommends further investigation in different learning environments.
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- 2024
41. Determining Teachers' Views Intended the Use of Digital Games in Science Education
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Mustafa Metin and Neslihan Durmus
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The main purpose of the research is to determine teachers' views on the use of digital games in science education. In accordance with this purpose, the research was carried out with the phenomenology method which one of the qualitative research methods, was conducted with eight volunteer science teachers working in different public schools within the 2022-2023 academic year. The participants of the study were selected via the criterion sampling method, which is one of the purposeful sampling methods. A semi-structured interview form was used as a data collection tool in the research. The data collected taking this interview form into consideration was analyzed using the content analysis method. Through the interviews was concluded that digital games are a tool that helps students focus on their attention and learn permanently. Besides, teachers stated that digital games measure science achievements at the sub-cognitive level (knowledge and comprehension) of Bloom's taxonomy. Based on this, digital games ought to be designed to measure the meta-cognitive level of Bloom's taxonomy.
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- 2024
42. Edpuzzle for E-Learning: A Study of Perceived Advantages and Limitations
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Carmen Alvarez-Alvarez and Leann Mischel
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The need for online educational tools has increased significantly since the COVID-19 pandemic forced many students to embrace distance learning as a classroom alternative. While many instructors have used "Edpuzzle" to enhance distance learning, there has been little research that assesses and compares the views of teachers and students on the tool's advantages and disadvantages. To examine the perceived advantages and disadvantages of using "Edpuzzle" for classroom learning, we surveyed a sample of 152 professors and their students on their experience with the tool. The results reveal numerous advantages, including that "Edpuzzle" is a motivating, dynamic, and novel self-learning tool for students. Likewise, the professors point out that it is easy to use, focuses the attention of students, and is versatile. The disadvantages of the tool mostly had to do with technological challenges and potential boredom. Based on this evaluation, it was concluded that students have a preference for graphic and visual material to complement other learning tools to help them better understand the lessons. When weighing the advantages and disadvantages posed by the professors and their students, it was found that the unique combination of interactive teaching that "Edpuzzle" provides is promising for the future.
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- 2024
43. Enhancing Reading Performance in Students with Diverse Educational Needs Using Reading Racetracks: A Single Case Study
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Dilan Kisikyol, Matthias Grünke, Jennifer Karnes, and Anne Barwasser
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This single case study (multiple baselines) evaluates the efficacy of an intervention called "reading racetracks" among three eight-year-old boys with diverse backgrounds, including learning disabilities, limited language proficiency due to migration, and socio-economic challenges. Conducted over three weeks, the training demonstrated notable improvements in the participants' ability to recognize and pronounce words quickly. Statistical analysis confirmed these results, with no baseline trends detected and a significant overall treatment effect indicated by a high Tau-U score. This finding suggests that reading racetracks can be an effective, universally applicable method of improving reading performance in diverse student populations.
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- 2024
44. A 'Puzzling Physiology and Nobel Laureates' Game: Engaging BSN Students in Physiology & Medicine
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Angela L. Mahaffey
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This article details a 'puzzling' teaching and learning method to engage undergraduate nursing (BSN) and exercise sciences (BSES) students in physiology or medicine Nobel Prize-winning discoveries, while reviewing course material through the "Puzzling Physiology and Nobel Laureates" (PPNL) game. The qualitative evaluations of 117 undergraduate BSN and BSES students revealed that 95% and 96%, respectively, agreed the game provided an opportunity to utilize critical thinking and problem-solving skillsets. Moreover, 96% of the 117 anonymous student respondents voted on increasing the number of PPNL game sessions per semester, and 94% agreeing the gamified learning strategy should be offered in subsequent classes as well. Interestingly, nearly 90% agreed that the learning experience was 'fun', and that it increased awareness of physiology and/or medicine discoveries. The style of the "Puzzling Physiology and Nobel Laureates" game lends to its reproducibility in a wide array of physiology courses for both majors and nonmajors.
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- 2024
45. Innovative Learning Activities for Ethnically Diverse Students in Macedonian Science Education
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Katerina Rusevska, Lambe Barandovski, Vladimir M. Petruševski, Aleksandra Naumoska, Slavica Tofilovska, and Marina Stojanovska
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A game-based approach is widely used to increase students' motivation through their active participation, whereby research is interwoven with fun and competition is incorporated with cooperation. Working in teams or groups encourages students to exchange their opinions, to try to find solutions together or to win a game. In this way, they learn and improve skills such as collaboration and responsibility. Several activities involving the 5E model as part of inquiry-based science education and an escape room as part of game-based learning were used in science classes (chemistry, biology and physics). The activities were designed on three different topics - gases, ecology and electrical circuits - within the project "Diversity in Science towards Social Inclusion - Non-formal Education in Science for Students' Diversity". The activities focused on the students' self-concept towards science, interest in the subject, motivation and career aspirations in STEM, as well as the effectiveness of the implemented activities. The study aimed to assess the potential advantages of implementing activities in an ethnically diverse environment, benefiting both students and teachers. Pre- and post-questionnaires were designed and distributed to 190 students from various primary and secondary schools in Macedonia. The present paper provides an overview of game-based activities as well as a brief analysis of the pre- and post-questionnaire responses from students, focusing on the topic of ecology.
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- 2024
46. Evaluating the Impacts of NTC Learning System on the Motivation of Students in Learning Physics Concepts Using Card-Based Learning Approaches
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Bojan Lazarevic, Maja Stojanovic, Jelena Pisarov, and Nemanja Bojanic
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This study examined the impact on the motivation of students toward learning physics upon applying the Nikola Tesla Center (NTC) learning system. The research was conducted using a quasi-experiment with a pretest-posttest non-equivalent control group design. The participants considered were a large group of 1371 students, from various grades and mixed genres, selected from the same district in Serbia. The instrument of this research was the students' motivation toward science learning (SMTSL), which has been adapted to measure the motivation of students and their learning strategies for physics. Statistical analysis included calculations of Cronbach alpha, chi-square, Kolmogorov-Smirnov (KS) test, independent Samples t-test and ANCOVA, and Pearson correlation test. The study found that using the NTC learning system had a positive effect on students' motivation to learn physics. The experimental group had significantly higher scores on various subscales of motivation such as self-efficacy, active learning strategy, physics learning value, performance goal, and learning environmental stimulation compared to the control group. The research results determined that the NTC learning system is an effective method for promoting motivation of students toward learning physics and it can be recommended for implementation in schools.
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- 2024
47. The Contribution of Board Games to Pre-Kindergarten Students' Oral Production
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Leslie Werlinger B. and Maria-Jesus Inostroza A.
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During the last decades, global interest in learning English as a foreign language has increased, encouraging countries to include it in school education. This trend was followed by the Chilean Ministry of Education, which suggests teaching English based on a communicative approach starting in early childhood education. To foster students' learning, it is imperative to acknowledge that children learn differently than older learners and that English as a foreign language teachers should be able to identify their needs and implement age-appropriate strategies. This article reports the action research findings that explore the contribution of board games, memory, and bingo on pre-kindergarten students' oral expression when participating in English lessons. A group of 19 children aged four from a private school in Concepción, Chile, took part in this study by playing online and board bingo, and memory games. Data were gathered by qualitative methods, such as an observation checklist, a semi-structured interview applied to thein co-teacher, and group interviews carried out with students at the end of the intervention. The group and semi-structured interview data were analyzed through the thematic data analysis technique, along with frequency data analysis used to process the observational checklists. The results show that students increased their English oral production when games were implemented in their lessons.
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- 2024
48. Effects of Digital Game-Based Learning in STEM Education on Students' Motivation: A Systematic Literature Review
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Jelena Ilic, Mirjana Ivanovic, and Aleksandra Klašnja-Milicevic
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STEM education, which includes science, technology, engineering and mathematics, has been expanding for the past two decades. This study aimed to map new trends and the possibility of implementing digital game-based learning (DGBL) in STEM education. For this purpose, a systematic literature review was conducted. The resulting sample was further selected according to PRISMA guidelines, with screening and eligibility processes conducted based on the inclusion criteria defined concerning the research objective. This review consisted of twenty-eight studies. The findings revealed a growing interest in DGBL in STEM education from 2018 to 2023. Furthermore, most studies have focused on the K-12 education system and universities. According to the review, educational games for digital learning and simulation technology are the most promising tools used in research. The analysis is launched by studying the effects that influence the increase of student motivation in DGBL teaching STEM education. The findings support the conclusion that prior experience in gaming has a positive impact on increasing students' motivation to learn in DGBL STEM teaching. In addition, students' previous knowledge of a STEM subject increases engagement and motivation. Implementing educational computer games, therefore, showed a great interest in students in STEM education.
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- 2024
49. The Development of Instruction Media in Board Game to Enhance the Capability in the Development of Thai Textbook and the Happiness in Learning for Undergraduate Students
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Kingkarn Buranasinvattanakul
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The purposes of this research were to: 1) develop and determine the efficiency of instruction media in board games to enhance the capability in the Development of Thai Textbook and the happiness in learning for undergraduate students, 2) compare the undergraduate students' learning capability in the Development of Thai Textbook before and after learning instruction media in board game and 3) to study the level of happiness in learning the Development of Thai Textbook for undergraduate students towards learning instruction media in board game. The sample group in this research consisted of 27 third year-undergraduate students, majoring in Thai, at the Faculty of Humanities, Srinakharinwirot University. The data was collected by research and development. The data was analyzed by using mean, standard deviation, t-test dependent, and content analysis. The findings of this study were as follows: (1) The efficiency of the instruction media in board games was 84.81/83.83 which was higher than the specified criteria. (2) The average student's learning capability in the Development of Thai Textbook after learning the instruction media in board games was higher than before using instruction media in board games. (3) The undergraduate students had the highest mean level showing their pleasure in learning the Development of Thai Textbook towards learning instruction media in board game and effective for content analysis regarding the undergraduate students' learning logs from Reflective Journal, it was found that this instruction media in board game enhanced the capability in the Development of Thai Textbook and the happiness in learning abilities.
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- 2024
50. Effects of Gamified Grammar and Vocabulary Learning in an English Course on EFL Students in Thailand
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Nur Lailatur Rofiah and Budi Waluyo
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The present study investigated the effects of gamified grammar and vocabulary learning using Kahoot!, Quizizz, and Quizlet on learning performance, motivation, enjoyment, anxiety, and classroom dynamics and engagement in an English course. The investigation also involved the effects of gamified learning on gender, proficiency, and learning outcomes. Gamified learning was implemented for eight weeks, consisting of Cycle 1 (grammar) and Cycle 2 (vocabulary). Data were collected using survey questionnaires, grammar and vocabulary tests, and English proficiency tests. The results indicated high positive effects on the five survey constructs and significant increases were noted for learning motivation and classroom dynamics and engagement while reducing learning anxiety. The effects remained constant for female and male students, yet high-level students would likely enjoy and be engaged more in gamified learning than low-level students. Despite these highly perceived effects, they were not significant predictors of students' grammar learning outcomes. Only the degrees of students' learning enjoyment and anxiety can help estimate students' achievement in vocabulary learning.
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- 2024
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