scholarly journals Analysis of the effect of educational games on primary school students’ audacity level

2009 ◽  
Vol 1 (1) ◽  
pp. 1083-1087
Author(s):  
Murat Tekin ◽  
Özden Taşğın
2022 ◽  
pp. 55-83
Author(s):  
Andreas Giannakoulas ◽  
Stelios Xinogalos

In recent years, several educational games for learning programming have been developed with promising results. The main purpose of this chapter is to present 22 educational games or platforms that aim to cultivate computational thinking through teaching computer programming concepts to primary school students. A short description of each game followed by a comparative analysis of both their game mechanics and their educational aspects is presented. Additionally, less typical functionalities such as online classrooms, the support for learning analytics, and the creation of new levels are analyzed. This chapter could be useful for game designers and IT teachers who would like to use a game-based approach in the teaching process.


Author(s):  
Olena Parshykova ◽  
Valeria Golub

The article provides guidelines for teachers of the German language on the game teaching of vocabulary of primary school students, demonstrates the method of using educational games and presents typical for its implementation in German lexical units, gives an example of a scenario of a lexical game in German. A selection of copyright vocabulary games is proposed that can be prepared by a teacher together with students and can provide easy, effective, motivated vocabulary learning.


Author(s):  
Maria Ivasyuk

In the article the problem of peculiarities of formation of communicative competence of first grade students with the help of educational games is analyzed. The initial level of formation of communication skills and abilities of schoolchildren is experimentally researched. The difference between the concepts of «communicative competence» and «language competence» is determined. The peculiarities are analyzed and the main ways of using games in the educationalprocess for developing primary school students’ communicative competence are determined.The influence of educational games on the level of formation of communicative competence is characterized. It is noted that communicative competence affects not only mastering the required amount of language and speech knowledge, but also the process of forming primary school students’ skills of practical use of language in speech and reflects their skills of communicating with others and ability to choose communication strategies and apply a set of relevant skills. The process of formation of communicative competence of 1st grade students involves mastering the skills and abilities of using means of verbal and nonverbal speech; development of dialogic and monologue speech; mastering the culture of oral and written speech and development of skills to navigate in a variety of communicative situations.It has been proved that educational games, because of repeated perception and reproduction of the material, provide strong memorization of lexical units and grammatical structures and influence motivated transfer and use in new gamequalities necessary for establishing contacts with peers.The pedagogical requirements for the use of didactic games during morning meetings and lessons in primary school are determined. In particular, it has been researched that games must correspond to age, individual characteristics and special educational and, in particular, language abilities; the form and content of the game must be substantiated pedagogically and didactically; it is obligatory to involve as many children as possible in the game and to use games in order to develop all kinds of speech activities.The article describes the author’s own pedagogical experience and provides guidelines for the use of educational games in the primary school educational process.


2021 ◽  
Vol 13 (14) ◽  
pp. 7919
Author(s):  
Juan Chen ◽  
Shuxia Yang ◽  
Bing Mei

Despite considerable discussion on the benefits of digital educational games, empirical research on their effectiveness in primary schools in China is limited. This case study aimed to promote the sustainable development of digital educational games in primary schools in China by examining the effect of digital educational games on primary school students’ vocabulary acquisition and ascertaining their perceptions and attitudes toward this approach. Given the purposes of this study, an embedded mixed methods research design was employed. Two Grade 4 classes at a Chinese primary school were recruited in this study. During the quasi-experiment, the experimental class (n = 50) was provided with educational game software, Quizlet, while the control class (n = 50) was taught through a traditional teaching method. The results show that integrating educational games into language education in the primary schools was effective in improving students’ vocabulary acquisition. This study makes a case for further research of digital educational games in language classrooms at a primary level in China. Implications are made regarding the future sustainable implementation of digital educational games in primary schools in China.


Author(s):  
Andreas Giannakoulas ◽  
Stelios Xinogalos

In recent years, several educational games for learning programming have been developed with promising results. The main purpose of this chapter is to present 22 educational games or platforms that aim to cultivate computational thinking through teaching computer programming concepts to primary school students. A short description of each game followed by a comparative analysis of both their game mechanics and their educational aspects is presented. Additionally, less typical functionalities such as online classrooms, the support for learning analytics, and the creation of new levels are analyzed. This chapter could be useful for game designers and IT teachers who would like to use a game-based approach in the teaching process.


2020 ◽  
Vol 10 (4) ◽  
pp. 96
Author(s):  
Min-Bin Chen ◽  
Siou-Ge Wang ◽  
You-Ning Chen ◽  
Xiao-Fang Chen ◽  
Yi-Zhen Lin

Learning is mainly based on the students’ mental activities. If they can learn spontaneously, it will help increase their interest and the effectiveness of the learning. Learning through playing will make it easier for students to learn spontaneously. The balance between gameplay and education in educational games is a key issue in designing such games. Designing educational games to be less complex and more casual makes it easier to balance education and entertainment. For courses with practical operational characteristics, combining a game with a virtual and real integration experience can increase both student interest and learning effectiveness. This research develops an augmented reality app, named "Mobile Plant", which is an app developed for the primary school plant curriculum, combining games and augmented reality to enhance students’ interest in learning. A questionnaire shows that the game has positive results in terms of game difficulty and absorption of content.


2021 ◽  
Vol 03 (04) ◽  
pp. 194-205
Author(s):  
Kareema Abd Al Kareem ALI ◽  
Amal Zuheir SAWALHA

This study investigates the effect of employing digital educational games (DEGs) on motivation towards e-learning, and life skills of primary school students in more than one Arab context: in Palestine, Jordan, Bahrain, and United Arab Emirates. It also investigates the need to employ these games in the educational process, the challenges which faced the employment of these games, and ways to develop their employment in the learning process. . This qualitative study used a multiple case study by conducting open, semi-structured interviews on a sample of four teachers and four parents of two from each country to reveal in-depth views to clarify the mechanism of employing these digital educational games. Data were subjected to multiple case study analysis using Ary et al. (2010) model. The results show that DEGs were a contributing factor in increasing students' motivation towards e-learning and enabling them to acquire the life skills necessary to live in this era when adding these games to the elements of fun and excitement to learn in a collaborative environment. They provide students with communication, problem-solving, decision-making and technological skills. The results also show the challenges that face employing them in the e-learning process, represented in material ones, such as the weakness of the technological infrastructure, and educational ones, such as the weakness of teachers in dealing with DEGs and choosing the appropriate game for the age category and subject. The study recommends adopting the employment of DEGs officially in public education institutions, and providing material and technical support to teachers, students and parents.


Author(s):  
Amira Mohd Ishak ◽  
Mohd Hishamuddin Abdul Rahman

Bidang permainan mudah alih pada era ini telah melonjakkan evolusi pendidikan dan juga membangunkan kemahiran kognitif, spatial dan kemahiran motor (skill) serta meningkatkan kemahiran ICT. Pembangunan ICT dan teknologi telah memberi banyak peluang dan ruang untuk diterokai dalam bidang permainan mudah alih. Sifir Run merupakan sebuah aplikasi permainan mudah alih yang bertemakan pembelajaran sifir. Pembangunan aplikasi ini bertujuan untuk meningkatkan kemahiran menghafal sifir dalam kalangan murid sekolah rendah. Objektif projek ini adalah untuk mengenalpasti permasalahan murid dalam operasi darab, mereka bentuk dan membangunkan permainan mudah alih yang bertemakan sifir dan mengkaji kebolehgunaan aplikasi permainan mudah alih tersebut. Pembangunan aplikasi ini dijalankan dengan menggunakan model ADDIE. Terdapat seramai 20 orang responden dipilih oleh pengkaji bagI menjalani fasa penilaian untuk menguji kebolehgunaan aplikasi permainan mudah alih Sifir Run. Development of 'Sifir Run' Mathematical Mobile Game for Learning Multiplication Topics in Primary School Students Abstract: The field of mobile games in this era has accelerated the evolution of education and also developed cognitive, spatial and motor skills (skills) as well as improve ICT skills. The development of ICT and technology has provided many opportunities and spaces to be explored in the field of mobile gaming. Sifir Run is a mobile game application themed on learning ciphers. The development of this application aims to improve the skills of memorizing ciphers among primary school students. The objective of this project is to identify students' problems in multiplication operations, design and develop cipher -themed mobile games and study the usability of such mobile game applications. The development of this application was carried out using the ADDIE model. A total of 20 respondents were selected by the researcher to undergo the evaluation phase to test the usability of the Sifir Run mobile game application. Keywords: Educational Games, Mobile Computer Games, Multiplication.


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