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Showing 1 to 15 of 30 results Save | Export
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Amber Beisly; Anne Moffitt – Early Childhood Education Journal, 2025
When children engage in play, they develop essential skills like creativity, flexibility, imagination, and problem-solving. Children who engage in STEAM (Science, Technology, Engineering, Arts, and Math) activities also build similar skills. Both play and STEAM enable children to ask questions, try different solutions, and develop explanations for…
Descriptors: STEM Education, Art Activities, Creative Development, Creativity
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Adriana Chee Jing Chieng; Camille J. Wynn; Tze Peng Wong; Tyson S. Barrett; Stephanie A. Borrie – Cognitive Science, 2024
Lexical alignment, a communication phenomenon where conversational partners adapt their word choices to become more similar, plays an important role in the development of language and social communication skills. While this has been studied extensively in the conversations of preschool-aged children and their parents in Western, Educated,…
Descriptors: Interpersonal Relationship, Adults, Children, Interpersonal Communication
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Rosen, Yigal; Jaeger, Garrett; Newstadt, Michelle; Bakken, Sara; Rushkin, Ilia; Dawood, Maneeza; Purifoy, Chris – International Journal of Information and Learning Technology, 2023
Purpose: Despite the fact that research on creativity and cognition have garnered the attention of researchers and practitioners for decades, there is a lack of valid, reliable, and accessible instruments for enhancing and measuring these critical skills. Leveraging research from The LEGO Foundation and in collaboration with BrainPOP and the…
Descriptors: Creative Thinking, Cognitive Ability, Measurement Techniques, Formative Evaluation
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Jasien, Lara; Horn, Ilana – Journal for Research in Mathematics Education, 2022
We build on mathematicians' descriptions of their work and conceptualize mathematics as an aesthetic endeavor. Invoking the anthropological meaning of practice, we claim that mathematical aesthetic practices shape meanings of and appreciation (or distaste) for particular manifestations of mathematics. To see learners' spontaneous mathematical…
Descriptors: Aesthetics, Mathematics Instruction, Play, Teaching Methods
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Bartolucci, Marco; Mattioli, Francesco; Batini, Federico – International Journal of Game-Based Learning, 2019
In recent years, the authors have witnessed the rebirth of board games. This contribution aims to investigate the educational potential of non-random board games in two ways: the comparison of performances of "expert adult players" and "adult non-players" through a correlation study (n=45) and the comparison between the results…
Descriptors: Games, Expertise, Adults, Children
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Axe, Judah B.; Phelan, Stephanie H.; Irwin, Caitlin L. – Analysis of Verbal Behavior, 2019
We reviewed 12 studies in which the researcher taught problem-solving strategies, such as self-questioning and visual imagining, to children and adolescents with and without disabilities to facilitate the learning of math, spelling, play/social, and communication skills. We analyzed these studies in terms of types of problem-solving strategies,…
Descriptors: Behavior Modification, Behavior Theories, Problem Solving, Children
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Malaspina, Martín; Malaspina, Uldarico – Statistics Education Research Journal, 2020
In this paper, we make a qualitative analysis of didactic experiments performed with five 6 to 10-year-old children and five primary school teachers, starting from a structured game with probabilistic elements. The fundamental idea is to stimulate probabilistic thinking not only by playing a card game with decision making in uncertain situations,…
Descriptors: Probability, Children, Elementary School Students, Elementary School Teachers
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Parekh, Priyanka; Gee, Elisabeth R. – Interdisciplinary Journal of Problem-based Learning, 2018
The Maker Movement has been received by the field of K--12 education with great enthusiasm as a way of teaching STEM content to children. We call attention to and identify learning opportunities in children's projects created in a playful, informal environment with easily available materials. In keeping with research in the field of maker…
Descriptors: STEM Education, Teaching Methods, Scientific Concepts, Problem Solving
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Colliver, Yeshe; Arguel, Amaël – Early Child Development and Care, 2018
Play is traditionally considered the foundation of learning in the early years. Because play is characterized by free choice, it can be difficult for adults to ensure all learning is useful for children. The intervention described here took a novel approach to this problematic. It exposed 17 four-year-olds to different adult demonstrations to see…
Descriptors: Outcomes of Education, Role Models, Play, Intervention
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Blumberg, Fran C.; Randall, John D. – Journal of Applied Developmental Psychology, 2013
We examined the problem-solving behaviors that 5th, 6th, and 7th graders used to negotiate a novel recreational video game. Students were characterized as frequent or infrequent players and instructed to think aloud during game play for 20 consecutive minutes. Comments were used to make inferences about the students' problem-solving behaviors…
Descriptors: Play, Problem Solving, Inferences, Video Games
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Duvall, Matthew; Matranga, Anthony; Foster, Aroutis; Silverman, Jason – International Journal of Game-Based Learning, 2016
This study reports on the effects of a mobile game designed in conjunction with an art museum to develop children's understanding of line, shape, and color. Four researchers (two graduate students and two professors at a private university in the mid-Atlantic region of the United States) examined 8 children, ages 6 to 13, for conceptual change in…
Descriptors: Electronic Learning, Educational Experience, Grounded Theory, Research Methodology
Petty, Ana Lucia; de Souza, Maria Thereza C. Coelho – Online Submission, 2012
The aim of this paper is to discuss executive functions and playing games, considering Piaget's work (1967) and the neuropsychological framework (Barkley, 1997, 2000; Cypel, 2007). Two questions guide the discussion: What are the intersections between playing games and the development of executive functions? Can we stimulate children with learning…
Descriptors: Games, Cognitive Development, Cognitive Processes, Play
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Bruce, Susan M.; Zatta, Mary C.; Gavin, Mary; Stelzer, Sharon – Journal of Visual Impairment & Blindness, 2016
Introduction: Deafblindness limits access to social cues and social feedback, thus restricting the development of social skills. Many children with CHARGE syndrome, a leading cause of deafblindness, experience challenges with emotional self-regulation and anxiety that may interfere with socialization. Learning about self-determination skills such…
Descriptors: Socialization, Self Determination, Deaf Blind, Interpersonal Competence
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Martinez, Angel; Lasser, Jon – Journal of Creativity in Mental Health, 2013
The process of creating child-developed board games in a counseling setting may promote social, emotional, and behavioral development in children. Using this creative approach, counselors can actively work with children to address referred concerns and build skills that may generalize outside of counseling sessions. A description of the method is…
Descriptors: Special Education, Children, Adolescents, Grade 6
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Gray, Peter – American Journal of Play, 2011
Over the past half century, in the United States and other developed nations, children's free play with other children has declined sharply. Over the same period, anxiety, depression, suicide, feelings of helplessness, and narcissism have increased sharply in children, adolescents, and young adults. This article documents these historical changes…
Descriptors: Psychopathology, Adolescents, Depression (Psychology), Play
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