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Nordby, Anders; Øygardslia, Kristine; Sverdrup, Ulrik; Sverdrup, Harald – Electronic Journal of e-Learning, 2016
In 2013 Hedmark University College conducted a research project where students from a game development project/study program developed and tested a Pervasive Game for learning as part of a class in System Thinking. The overall game goal was to teach Sustainability through System Thinking, and to give the students a real world experience with their…
Descriptors: Foreign Countries, Undergraduate Students, Educational Games, Sustainability
An, Yun-Jo – Educational Technology Research and Development, 2016
Only a limited number of research studies have investigated how students design educational computer games and its impact on student learning. In addition, most studies on educational game design by students were conducted in the areas of mathematics and science. Using the qualitative case study approach, this study explored how seventh graders…
Descriptors: Case Studies, Educational Games, Computer Games, Design
Bermingham, Aaron – Geographical Education, 2016
This study analysed the extent to which student-led inquiry is supported by fieldwork booklet design. Roberts' (2003) framework for learning through inquiry was used as lens for analysing the presence of student-led inquiry in the design of nine fieldwork booklets. Observations of teaching practice from two fieldwork activities were also analysed…
Descriptors: Geography Instruction, Inquiry, Active Learning, Field Studies
Vig, Rozy; Taylor, Megan W.; Star, Jon R.; Chao, Theodore – Society for Research on Educational Effectiveness, 2014
The concept of "implementation fidelity" is broadly used to capture the extent to which an intervention is executed as intended by the designers of the intervention (Century, Rudnick, & Freeman, 2010; Huntley, 2005, McNaught, Tarr, & Sears, 2010, Munter, 2010). Though implementation fidelity instruments are often used to assess…
Descriptors: Fidelity, Program Implementation, Barriers, Intervention
Kerr, Deirdre; Chung, Gregory K. W. K. – Journal of Educational Data Mining, 2012
The assessment cycle of "evidence-centered design" (ECD) provides a framework for treating an educational video game or simulation as an assessment. One of the main steps in the assessment cycle of ECD is the identification of the key features of student performance. While this process is relatively simple for multiple choice tests, when…
Descriptors: Evidence Based Practice, Design, Academic Achievement, Educational Games
Brown, Eric C.; Graham, John W.; Hawkins, J. David; Arthur, Michael W.; Baldwin, Megan M.; Oesterle, Sabrina; Briney, John S.; Catalano, Richard F.; Abbott, Robert D. – Evaluation Review, 2009
Communities That Care (CTC) is a prevention system designed to reduce adolescent substance use and delinquency through the selection of effective preventive interventions tailored to a community's specific profile of risk and protection. A community-randomized trial of CTC, the Community Youth Development Study, is currently being conducted in 24…
Descriptors: Longitudinal Studies, Cohort Analysis, Community Characteristics, Prevention
Carmo, Mafalda, Ed. – Online Submission, 2017
This book contains a compilation of papers presented at the International Conference on Education and New Developments (END 2017), organized by the World Institute for Advanced Research and Science (W.I.A.R.S.). Education, in our contemporary world, is a right since we are born. Every experience has a formative effect on the constitution of the…
Descriptors: Educational Quality, Models, Vocational Education, Outcomes of Education
Silvia, Suyapa; Blitstein, Jonathan; Williams, Jason; Ringwalt, Chris; Dusenbury, Linda; Hansen, William – National Center for Education Evaluation and Regional Assistance, 2010
This is the first of two reports that summarize the findings from an impact evaluation of a violence prevention intervention for middle schools. This report discusses findings after 1 year of implementation. A forthcoming report will discuss the findings after 2 years and 3 years of implementation. In 2004, the U.S. Department of Education (ED)…
Descriptors: Middle Schools, Violence, Prevention, Intervention
Parrish, Mila – Research in Dance Education, 2008
Regardless of geographical limitations, community partnerships can flourish through videoconference technology. This article presents iDance Arizona (iDA) research as a tool for supporting the teaching and learning of dance in rural settings. This research focuses on university/K-12 collaborations and examines the pedagogy of videoconferencing in…
Descriptors: Dance, Elementary Secondary Education, Dance Education, School Community Relationship
Reid-Griffin, Angelia; Carter, Glenda – Journal of Science Education and Technology, 2004
The science education community has been challenged to develop curricula that offer science educators and students a variety of experiences that highlight the advances of technologies. Although many approaches have been suggested for using technologies in school, there has been little research on its use as a tool with middle school students.…
Descriptors: Scaffolding (Teaching Technique), Educational Technology, Science Education, Middle School Students
Barnes, Tiffany, Ed.; Desmarais, Michel, Ed.; Romero, Cristobal, Ed.; Ventura, Sebastian, Ed. – International Working Group on Educational Data Mining, 2009
The Second International Conference on Educational Data Mining (EDM2009) was held at the University of Cordoba, Spain, on July 1-3, 2009. EDM brings together researchers from computer science, education, psychology, psychometrics, and statistics to analyze large data sets to answer educational research questions. The increase in instrumented…
Descriptors: Data Analysis, Educational Research, Conferences (Gatherings), Foreign Countries