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Toby Russo; James Russo – Australian Primary Mathematics Classroom, 2024
Mathematical games can be used to engage learners, promote fluency and deepen conceptual understanding. When considering the level of engagement of students, sometimes a small change can have a large impact. Something as simple as switching dice for cards in a game and, importantly, introducing a 'non-replacement' mechanism to the gameplay, can…
Descriptors: Foreign Countries, Mathematics Instruction, Educational Games, Gamification
Melissa H. Black; Abi Lilford; Vy Nguyen; Erin Walker; Haw Huei Wee; Olov Falkmer; Sarah McGarry – Autism: The International Journal of Research and Practice, 2025
Using games as part of the intervention and support process (sometimes referred to as 'gaming therapy') is an increasingly popular method of supporting autistic youth to develop social competencies and other skills because they are believed to be inherently motivating and fun for youth. Some emerging research has indicated that intervention…
Descriptors: Intervention, Autism Spectrum Disorders, Interpersonal Competence, Game Based Learning
Roland Gesthuizen; Hazel Tan; Gillian Kidman – International Research in Geographical and Environmental Education, 2025
This study explores the use of virtual worlds, specifically Minecraft, on sustainability education and cognitive skills. Using the Teaching to Inspire model as a lens, we examine how students design sustainable virtual buildings and cityscapes aligned with the UN Sustainable Development Goals and the social-ecological systems (SES) framework. Our…
Descriptors: Environmental Education, Sustainability, Video Games, Cognitive Processes
Designing Art Museum E-Learning Resources for Children: Content Analysis from Education Perspectives
Tiffany Shuang-Ching Lee – Interactive Learning Environments, 2024
In recent years, art museums have been putting more effort into creating e-learning resources (ELR) to encourage young children to learn about art off-site. However, research on art museum ELR from the perspective of educational content is scarce. Using the ELR offered to children by Queensland Art Gallery/ Gallery of Modern Art, Australia (QAGOMA…
Descriptors: Foreign Countries, Museums, Art, Electronic Learning
Brad Jones; Narelle Eather; Andrew Miller; Philip J. Morgan – Physical Education and Sport Pedagogy, 2024
Background: There is a growing body of evidence showing the benefits to coaches and players in adopting a game-based pedagogical approach. Whilst the evidence in support of a game-based pedagogy continues to rise it is acknowledged that the complex art form of coaching is a uniquely personal one, where the coach may draw on previous first-hand…
Descriptors: Professional Development, Team Sports, Athletic Coaches, Randomized Controlled Trials
Xiao Hu – Discover Education, 2025
With the rise of international education in the Asia-Pacific, Chinese students have become a key demographic in Australian universities. However, cultural differences between China and Australia often challenge these students' adaptation. Drawing inspiration from the growing trend in the modern entertainment industry, researchers have explored…
Descriptors: Foreign Countries, Foreign Students, College Students, Game Based Learning
James Russo; Anne Roche – Mathematics Education Research Group of Australasia, 2024
In this paper we explored primary school teachers preference for different game modes to support mathematics teaching and learning. Eighty-four teachers played digital and non-digital addition and subtraction games that were functionally equivalent during professional learning workshops. Most teachers indicated that they would be more likely to…
Descriptors: Foreign Countries, Elementary School Mathematics, Elementary School Teachers, Professional Development
Troy Meston; Julie Ballangarry; Harry Van Issum; Helen Klieve; Courtney Smith; Tasha Riley – Pedagogy, Culture and Society, 2025
This paper details the 'Deadly Gaming' pilot (DG). DG centred research has been designed to exploit the protective value of Indigenous culture, to nurture translational literacies (e.g., cultural capital, academic confidence, teamwork, problem solving, critical thinking, and 21st century skills) necessary for academic success in an urban…
Descriptors: Indigenous Knowledge, Indigenous Populations, Culturally Relevant Education, Cultural Capital
Harold Abelson, Editor; Siu-Cheung Kong, Editor – MIT Press, 2024
In today's digital society, computational thinking (CT) is a critical component of all children's education. In "Computational Thinking Curricula in K-12," editors Harold Abelson and Siu-Cheung Kong present a range of professional perspectives on the most effective ways to integrate CT into school curricula. Their edited volume, which…
Descriptors: Computation, Thinking Skills, Elementary Secondary Education, Educational Policy