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Jeremy Bernier – ProQuest LLC, 2024
Play has been discussed by mathematicians and mathematics educators as essential to mathematical progress and has been widely acknowledged to have a role in learning. Yet, play is rarely acknowledged, leveraged, or studied for mathematics learners beyond early childhood. Moreover, there are theoretical and empirical challenges with designing for…
Descriptors: Problem Solving, Play, Puzzles, Undergraduate Students
Dima Kassab – ProQuest LLC, 2023
The purpose of this research was to gain a better understanding of the impact of game mechanics on developing collaborative problem solving (CPS) skills. CPS skills are important for the complex work environments of the 21st century, and games appear to provide potential learning experiences where such skills can develop. The research questions of…
Descriptors: Puzzles, Educational Games, Cooperative Learning, Problem Solving
Albuquerque Mendes, Beatriz Dixo Sousa – ProQuest LLC, 2018
This research investigates the responses of three individuals engaging with the Super Mario World (SMW) platform videogame glitches, and how they learned to solve the problem without formal help. This investigation was chosen because it explores connections between media literacy, critical thinking, and play in adults in the context of responding…
Descriptors: Video Games, Computer Software, Error Correction, Problem Solving
Thwaits, Anne Y. – ProQuest LLC, 2016
What is the nature of art/science collaborations in museums? How do art objects and activities contribute to the successes of science centers? Based on the premise that art exhibitions and art-based activities engage museum visitors in different ways than do strictly factual, information-based displays, I address these questions in a case study…
Descriptors: Play, Inquiry, Problem Solving, Museums
Fisher, Sharyn – ProQuest LLC, 2013
This dissertation looks at the nature of creativity and what it takes to create a creative environment between the home environment and the elementary classrooms. Children make meaning best through play, creativity and problem-solving; this theory is built on Vygotsky's zone of proximal development (1978) alongside schema theory and Sternberg…
Descriptors: Creativity, Elementary School Students, Emergent Literacy, Play
Basinger, Jason Christopher – ProQuest LLC, 2012
Prior research of rough-and-tumble play (RTP) has shown mixed results--different definitions, varying functions, and positive and negative outcomes. Few researchers have studied interventions to address RTP in school settings. With unclear evidence of RTP outcomes and the extent school interventions are addressing RTP in school settings, this…
Descriptors: Play, Surveys, Problem Solving, Intervention
Ziaeehezarjeribi, Yadi – ProQuest LLC, 2010
This study, based on experiential play methodology was used to explore student engagement while playing "Medal of Honor (2002)" and "Call of Duty (2003)". It identifies some of the key issues related to the use of video games and simulations during the training phase of game play. Research into the effects of gaming in education has been extremely…
Descriptors: Learner Engagement, Play, Video Games, Learning Strategies
Shin, Annalise Grace – ProQuest LLC, 2010
Within the framework of language socialization, this dissertation uses conversation analytic and ethnographic methods to examine the interactional practices used by the adult safe school educator at a progressive elementary school to socialize students into beliefs and practices associated with the school's Cool Tools Safe School Program. Cool…
Descriptors: School Activities, Play, Physical Activities, Educational Philosophy