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Nyabando, Tsitsi; Facun-Granadozo, Ruth; Carr, Stephanie – Dimensions of Early Childhood, 2023
Engagement in play is vital for children to learn 21st-century skills, especially problem-solving, critical thinking, creativity, focused attention, and collaboration (Hillman et al., 2014; Singer, 2015; Yogman et al., 2018). These require developing executive functioning skills crucial for school readiness and success. Play fosters brain…
Descriptors: Play, Games, Elementary School Students, Global Approach
Meriläinen, Merja; Piispanen, Maarika – International Electronic Journal of Elementary Education, 2022
Early foreign language teaching has recently been made compulsory in Finland, making this an area open to development and innovation where policy-makers and teachers play a significant role in creating new kinds of learning environments, operating cultures, and pedagogy for foreign language learning. This article discusses the early foreign…
Descriptors: Game Based Learning, Play, Authentic Learning, Second Language Learning
Hansil, Rishma – Childhood Education, 2021
Gamification, the use of game design elements within nongame contexts, can be found across a wide range of digital products and is used to increase user engagement and simplify complex tasks for the user. While the use of gamification can be problematic with some content and contexts, these same strategies do have potential for engaging students…
Descriptors: Game Based Learning, Learner Engagement, Curriculum Development, Scaffolding (Teaching Technique)
Kevin McCaughey; Rick Rosenberg – English Teaching Forum, 2024
Authors Kevin McCaughey and Rick Rosenberg demonstrate techniques for using board games to stimulate student-centered language practice that is flexible, productive, engaging, and fun. The article includes tips for efficient game play and for using games with a variety of levels and class sizes. The authors show that playing board games for…
Descriptors: Game Based Learning, Second Language Learning, Student Centered Learning, English (Second Language)
Arroyo, Ivon; Closser, Avery Harrison; Castro, Francisco; Smith, Hannah; Ottmar, Erin; Micciolo, Matthew – Technology, Knowledge and Learning, 2023
This emerging technology report introduces the "WearableLearning" (WL) platform as a tool to exercise computational thinking and STEM learning for 5-12th grade students through mobile technology-augmented active game play and game creation. Freely available at "WearableLearning.org," it allows students and teachers to play,…
Descriptors: Technology Uses in Education, Computation, Thinking Skills, Games
Lafton, Tove – Contemporary Issues in Early Childhood, 2021
Research concerning play and technology is largely aimed at expanding the knowledge of what technological play may be and, to a lesser extent, examines what happens to children's play when it encounters digital tools. In order to explore some of the complexity in play, this article elaborates on how Latour's concepts of 'translation' and…
Descriptors: Play, Kindergarten, Preschool Education, Educational Technology
McBride, Cherise; Smith, Anna; Kalir, Jeremiah Holden – English Teaching: Practice and Critique, 2023
Purpose: The purpose of this paper is to re-center playfulness as a humanizing approach in teacher education. As teachers navigate the current moment of heightened control, surveillance, and systemic inequity, these proposed moves in teacher education can be transgressive. Rather than play as relegated to childhood or infancy, what does it look…
Descriptors: Play, Teacher Education Programs, Teaching Methods, Literacy Education
Tally, William; Brett, Jessica; Parris, John – Education Development Center, Inc., 2022
This report shares findings from EDC's evaluation study of "Cha-Ching Money Adventures." "Cha-Ching" is an interactive learning game that introduces 7- to 10-year-olds to fundamental financial concepts and fosters family dialogue about financial decisions. The authors found that the game was engaging for eight- and…
Descriptors: Financial Literacy, Game Based Learning, Interaction, Video Games
Williams-Pierce, Caro; Plaxco, David; Reimer, Paul N.; Simpson, Amber; Orrill, Chandra Hawley; Burke, James P.; Sinclair, Nathalie; Guyevskey, Victoria; Ellis, Amy B.; Dogan, Muhammed F. – North American Chapter of the International Group for the Psychology of Mathematics Education, 2019
Mathematical play has a fairly short history, with strong roots further back in time (e.g., Papert, Montessori), and understanding the role of mathematical play from early childhood to adulthood is, as yet. unmapped. This working group will build on the success of last year's working group and continue to provide a community space to explore and…
Descriptors: Mathematics Instruction, Play, Mathematics Activities, Age Differences
Christie, Simon – set: Research Information for Teachers, 2018
This article reflects on a school's approach to gamifying the Royal Society Te Aparangi's First CREST Award. The article explains how CREST was reconceived as a quest using elements of live action role playing (LARP) and gamification, and the tools that were used to do this. It describes how progress was measured using a points system and the…
Descriptors: Foreign Countries, Teaching Methods, Play, Role Playing
OECD Publishing, 2019
Playful experiences provide us with the opportunity to engage with others and learn in enjoyable ways. Recognising and building on the power of playfulness and play can be a way to support more meaningful educational experiences for all, life-wide and lifelong. This "Trends Shaping Education Spotlight" touches on gamification as a…
Descriptors: Play, Teaching Methods, Well Being, Young Children
Nathan Prestopnik – International Journal of Designs for Learning, 2016
This paper reports a design case for a story-driven language learning game called "Arena." "Arena" was developed in the design science tradition, where purpose-built artifacts are used as a springboard for scientific inquiry. As such, "Arena" is a vehicle for designers and researchers to study the effectiveness of…
Descriptors: Game Based Learning, Student Motivation, Second Language Learning, Play