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Nguyen, Huy Anh; Hou, Xinying; Richey, J. Elizabeth; McLaren, Bruce M. – International Journal of Game-Based Learning, 2022
There is an established gender gap in middle school math education, where female students report higher anxiety and lower engagement, which negatively impact their performance and even long-term career choices. This work investigates the role of digital learning games in addressing this issue by studying Decimal Point, a math game that teaches…
Descriptors: Gender Differences, Middle School Students, Educational Games, Mathematics Instruction
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Bruni, Coral M.; Winter, Patricia L.; Schultz, P. Wesley; Omoto, Allen M.; Tabanico, Jennifer J. – Environmental Education Research, 2017
People in industrialized countries may be losing their connection with nature. The Get to Know Program (Get to Know) is a multi-faceted program aimed at encouraging direct connection with nature through a variety of activities (observations of wildlife, hiking, creative arts, and special events), specifically among youth. Three studies assessed…
Descriptors: Program Effectiveness, Natural Resources, Outdoor Education, Youth Programs
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Ball, Stephen; Kovarik, Jessica; Leidy, Heather – Physical Educator, 2015
The Active and Healthy School Program (AHS) can be used to alter the culture and environment of a school to help children make healthier choices. The purpose of this study was to determine the effectiveness of AHS to increase physical activity while decreasing total screen time, increase healthy food choices, and improve knowledge about physical…
Descriptors: Health Promotion, Physical Activity Level, Program Effectiveness, Life Style
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Alfieri, Louis; Higashi, Ross; Shoop, Robin; Schunn, Christian D. – International Journal of STEM Education, 2015
Background: Robot-math is a term used to describe mathematics instruction centered on engineering, particularly robotics. This type of instruction seeks first to make the mathematics skills useful for robotics-centered challenges, and then to help students extend (transfer) those skills. A robot-math intervention was designed to target the…
Descriptors: Case Studies, Robotics, Mathematics Instruction, Engineering
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Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Yang, Li-Hsueh; Huang, Iwen – British Journal of Educational Technology, 2013
Educational computer games have been recognized as being a promising approach for motivating students to learn. Nevertheless, previous studies have shown that without proper learning strategies or supportive models, the learning achievement of students might not be as good as expected. In this study, a knowledge engineering approach is proposed…
Descriptors: Computer Games, Educational Games, Elementary School Science, Science Instruction