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Showing 1 to 15 of 18 results Save | Export
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Putri, Ratu Ilma Indra; Zulkardi – Journal on Mathematics Education, 2020
This study aimed to produce a set of valid, practice and had potential effects of PISA-like mathematics tasks using Asian Games context to support students learning. Design research and lesson study were used as the method both during the design and implementation stages. Target users are 15th years old middle school students from PMRI pilot…
Descriptors: Mathematics Education, Teaching Methods, Middle School Students, Foreign Countries
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Rueb, Avery; Cardoso, Walcir; Grimshaw, Jennica – Research-publishing.net, 2016
This study introduces the digital game Prêt à négocier, an information gap digital game, and investigates language learners' perceptions of its use in a French as a Second Language (FSL) context. In the game, students negotiate orally and synchronously with a partner for items like cars, houses, and even pirate ships. Inspired by Larsen-Freeman…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Second Language Instruction
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Epstein, Joel; Noel, Jeffrey; Finnegan, Megan; Watkins, Kate – Journal of Child & Adolescent Substance Abuse, 2016
Researchers have developed many different computerized interventions designed to teach students about the dangers of substance use. Following in this tradition, we produced a series of video games called "Bacon Brains." However, unlike many other programs, ours focused on the "Science of Addiction," providing lessons on how…
Descriptors: Video Games, Teaching Methods, Addictive Behavior, Educational Technology
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Di Blas, Nicoletta; Paolini, Paolo – Educational Technology & Society, 2014
This paper is about how serious games based on MUVEs in formal education can foster collaboration. More specifically, it is about a large case-study with four different programs which took place from 2002 to 2009 and involved more than 9,000 students, aged between 12 and 18, from various nations (18 European countries, Israel and the USA). These…
Descriptors: Educational Technology, Cooperation, Cooperative Learning, Computer Games
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Hung, Hui-Chun; Young, Shelley Shwu-Ching; Lin, Chiu-Pin – Technology, Pedagogy and Education, 2015
How to close the achievement gap in the classroom so that no student is left behind becomes one of the most important issues nowadays. This study aims to construct a collaborative and competitive game-based learning environment to improve English proficiencies and reduce the achievement gap for disadvantaged students. The Wireless Crossword…
Descriptors: Foreign Countries, Achievement Gap, Cooperative Learning, Competition
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Hung, Hui-Chun; Young, Shelley Shwu-Ching – Journal of Educational Computing Research, 2015
This study proposed and implemented a system combining the advantages of both educational games and wireless handheld technology to promote the interactive English learning in the classroom setting. An interactive English vocabulary acquisition board game was designed with the system being implemented on handheld devices. Thirty sixth-grade…
Descriptors: Educational Games, Handheld Devices, Educational Technology, Video Games
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Wong, Lung-Hsiang; Hsu, Ching-Kun; Sun, Jizhen; Boticki, Ivica – Educational Technology & Society, 2013
This paper reports the impacts of spontaneous student grouping to develop young students' orthographic awareness in the process of learning Chinese characters. A mobile-assisted Chinese character forming game is used to assign each student a Chinese character component on their smartphones through a wireless network. Fifteen Singaporean students,…
Descriptors: Grouping (Instructional Purposes), Teaching Methods, Chinese, Educational Games
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Whalen, D. Joel – Business and Professional Communication Quarterly, 2015
This article, the second of a two-part series, features 11 teaching innovations presented at the 2014 Association for Business Communication annual conference. These 11 assignments included leadership and other-focused communication--detecting communication style, adaptive communication, personality type, delivering feedback, problem solving, and…
Descriptors: Business Communication, Annual Reports, Conferences (Gatherings), Instructional Innovation
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Regueras, L. M.; Verdu, E.; Verdu, M. J.; de Castro, J. P. – IEEE Transactions on Education, 2011
In this paper, an educational methodology based on collaborative and competitive learning is proposed. The suggested approach has been successfully applied to an undergraduate communication networks course, which is part of the core curriculum of the three-year degree in telecommunications engineering at the University of Valladolid in Spain. This…
Descriptors: Feedback (Response), Core Curriculum, Learning Strategies, Criticism
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Admiraal, Wilfried; Huizenga, Jantina; Heemskerk, Irma; Kuiper, Els; Volman, Monique; ten Dam, Geert – International Journal of Inclusive Education, 2014
Boys show a stronger preference for digital entertainment games than girls. For this reason, it may be that game-based learning is more acceptable to boys than to girls. Yet game-based learning might improve the performance of both boys and girls, depending upon the instructional design. In a quasi-experimental study with a secret-trail game,…
Descriptors: Gender Differences, Educational Games, Teaching Methods, Quasiexperimental Design
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Nunes, Miguel Baptista, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2018
These proceedings contain the papers of the International Conference e-Learning 2018, which was organised by the International Association for Development of the Information Society, 17-19 July, 2018. This conference is part of the Multi Conference on Computer Science and Information Systems 2018, 17-20 July, which had a total of 617 submissions.…
Descriptors: Electronic Learning, Educational Technology, Online Courses, Educational Environment
Jimenez-Eliaeson, Tomas – Educational Facility Planner, 2011
In an increasingly global world, where events in one corner of the world simultaneously affect other remote areas of the planet, global competition is becoming a continuously evolving phenomenon. Competition is also increasingly becoming an individual endeavor. Individual's own knowledge and skills will be the differentiators in a global economy.…
Descriptors: Foreign Countries, Global Approach, Competition, Educational Trends
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Ke, Fengfeng – International Journal of Computer-Supported Collaborative Learning, 2008
This field study investigated the application of cooperative, competitive, and individualistic goal structures in classroom use of computer math games and its impact on students' math performance and math learning attitudes. One hundred and sixty 5th-grade students were recruited and randomly assigned to Teams-Games-Tournament cooperative gaming,…
Descriptors: Control Groups, Mathematics Tests, Cooperative Learning, Field Studies
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Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education
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Barnes, Tiffany, Ed.; Chi, Min, Ed.; Feng, Mingyu, Ed. – International Educational Data Mining Society, 2016
The 9th International Conference on Educational Data Mining (EDM 2016) is held under the auspices of the International Educational Data Mining Society at the Sheraton Raleigh Hotel, in downtown Raleigh, North Carolina, in the USA. The conference, held June 29-July 2, 2016, follows the eight previous editions (Madrid 2015, London 2014, Memphis…
Descriptors: Data Analysis, Evidence Based Practice, Inquiry, Science Instruction
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