Customization in educational computer games and its effect on learning: Experimental study with primary school children

Author(s):  
Ondřej Javora ◽  
Filip Děchtěrenko ◽  
Tereza Tetourová ◽  
Kristina Volná ◽  
Cyril Brom
2021 ◽  
Author(s):  
Brenda Jansen ◽  
Abe Dirk Hofman ◽  
Alexander Olof Savi ◽  
Han van der Maas

Use and benefits of the possibility to choose a success rate are studied in a math-practice application that is used by a considerable percentage of Dutch primary school children. Study 1 uses data that were collected with the application, using children's practice data (N = 40329; grades 1-6). Children differed in their preference for a high, medium, or low success rate. Preferences were associated with gender, age, and ability, matching expectations that follow from the literature. Study 2 is an experimental study with 192 children from grades 3-6, using a pretest, training phase, and posttest. The possibility to choose a success rate was manipulated. Unexpectedly, beneficial effects for math practice, improvement of math skills, and self-belief concerning math were absent. Results suggest an appreciation of the possibility to choose, although beneficial effects of choosing were not observed for motivation to practice, skill improvement, and self-belief concerning math.


2021 ◽  
Author(s):  
Gayane Harutyunyan ◽  
Gayane Avetisyan

With the development of computer technologies and the expansion of the gaming market, the number of junior schoolchildren who are fond of computers and computer games is increasing. Information technologies, especially computer games, are changing the normal socio-cultural environment of primary school children. As a result of their obsession with computer games, primary school students begin to live in a new reality, in a new socio-cultural environment that directly affects their personal development and the processes of education and socialization.


2013 ◽  
Vol 3 (1) ◽  
pp. 93-109 ◽  
Author(s):  
Amanda Wilson ◽  
Thomas Hainey ◽  
Thomas M. Connolly

Newer approaches such as games-based learning (GBL) and games based-construction are being adopted to motivate and engage students within the Curriculum for Excellence (CfE) in Scotland. GBL and games-based construction suffer from a dearth of empirical evidence supporting their validity as teaching and learning approaches. To address this issue this paper will present the findings of observational research at PE level using Scratch as a tool to construct computer games. A list of criteria will be compiled for reviewing the implementation of each participant to gauge programming proficiency. The study will review 29 games from Primary 4 to Primary 7 level and will present the overall results and results for each individual year. This study will contribute to the empirical evidence in games-based construction by providing the results of observational research across different levels of PE and will provide pedagogical guidelines for assessing programming ability using a games-based construction approach.


Author(s):  
Tatiana Nikitina ◽  
Elena Rogaleva

<p><em>The article reviews material on Russian training phraseography, in particular, it contains an analysis of the disadvantages of the interpretation of idioms in phraseological dictionaries for primary school learners. The author presents her own technology of creating an innovative phraseological dictionary for primary school children which combines traditional principles for describing idioms in phraseological dictionaries with stimulation of an interactive dialogue between the author and the young reader. As a result, the interactive hypertext of a non-computer dictionary approximates to an electronic dictionary and an educational computer game that satisfies primary school learners’ demand and facilitates children’s learning idioms.</em></p>


2014 ◽  
pp. 56-61
Author(s):  
Laura Lee

Imagine for a moment that you are a child once again, sitting in your primary school classroom. 30 other students are sitting with you, all at desks working at a task set by your teacher. You are reasonably content, happy to work independently on the task at hand. Suddenly, your teacher announces that it is time to put your workbooks away; you are moving on to the next lesson of the day. The lesson is English and your teacher has asked that you start the lesson by reading aloud to the class from your textbook. Panic creeps up from the pit of your stomach, your heart races and your palms start to sweat. Why? Because you know that you cannot read as well as the others in your class. In fact, you know that you cannot read as well as most other children your age. For many of your friends, ...


2020 ◽  
Vol 10 (1) ◽  
pp. 45-51
Author(s):  
Tatyana Ilyukovich

The article considers the relevance of studying the formation of social identity of younger schoolchildren under the influence of computer gaming activities. The results of the empirical study of primary school children aged 8-10 years in educational institutions in Minsk who play and do not play computer games are presented. The study confirmed the influence of the gender of students, the duration of gaming activities and the genre of computer games on the formation of positive and negative components of the social identity of younger schoolchildren.


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