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Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
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Uygun, Tugba – International Journal of Mathematical Education in Science and Technology, 2020
The purpose of this study is to investigate pre-service middle-level mathematics teachers' noticing of student mathematical thinking and teacher identity in the context of virtual professional experimentation performed through the Story"Circles" model. This study examined how pre-service middle-level mathematics teachers' education…
Descriptors: Preservice Teachers, Mathematics Teachers, Middle School Teachers, Mathematics Instruction
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers