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Jungck, John R. – PRIMUS, 2022
Finite Mathematics has become an enormously rich and productive area of contemporary mathematical biology. Fortunately, educators have developed educational modules based upon many of the models that have used Finite Mathematics in mathematical biology research. A sufficient variety of computer modules that employ graph theory (phylogenetic trees,…
Descriptors: Mathematics Instruction, Teaching Methods, Mathematical Models, Learning Modules
Unal, Zafer; Unal, Aslihan; Bodur, Yasar – Journal of Interactive Learning Research, 2020
Many preservice teachers find parental involvement theories, strategies and concepts they learn in university classrooms too abstract to help address parental involvement issues they encounter in schools. Case study method is one of the many approaches that have been used in teacher education programs to connect theory and practice. This study…
Descriptors: Preservice Teachers, Parent Teacher Cooperation, Parent Participation, Theory Practice Relationship
Borrego, Carlos; Fernández, Cristina; Blanes, Ian; Robles, Sergi – Journal of Technology and Science Education, 2017
Real-life room-escape games are ludic activities in which participants enter a room in order to get out of it only after solving some riddles. In this paper, we explain a Room Escape teaching experience developed in the Engineering School at Universitat Autònoma de Barcelona. The goal of this activity is to increase student's motivation and to…
Descriptors: Computer Science Education, Educational Games, Learning Activities, Learning Motivation
Laughlin, Michael K.; Happel, Kathleen – Strategies: A Journal for Physical and Sport Educators, 2016
Goalball, a sport designed for those with visual impairments, is a competitive and recreational sport enjoyed by athletes around the world. Students with and without visual impairments can experience positive outcomes when teachers appropriately include a goalball unit as part of their inclusive secondary physical education curriculum. This…
Descriptors: Physical Education, Curriculum Development, Units of Study, Secondary School Curriculum
Inchamnan, Wilawan – IAFOR Journal of Education, 2016
This research investigates the extent to which creative processes can be fostered through computer gaming. It focuses on creative components in games that have been specifically designed for educational purposes: Digital Game Based Learning (DGBL). A behavior analysis for measuring the creative potential of computer game activities and learning…
Descriptors: Computer Games, Learning Activities, Science Process Skills, Check Lists