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Showing all 14 results Save | Export
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Ekström, Sara; Pareto, Lena – Education and Information Technologies, 2022
The idea of using social robots for teaching and learning has become increasingly prevalent and robots are assigned various roles in different educational settings. However, there are still few authentic studies conducted over time. Our study explores teachers' perceptions of a learning activity in which a child plays a digital mathematics game…
Descriptors: Robotics, Teaching Methods, Longitudinal Studies, Teacher Attitudes
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Morales-Garcia, Lizzet; Sandoval, Catalina Navarro; González, María del Socorro García – EURASIA Journal of Mathematics, Science and Technology Education, 2022
The aim of this research is to propose indicators of epistemic and mediational suitability to assess tasks designed in a mobile learning context, using theoretical and methodological elements of the onto-semiotic approach (OSA) and the SAMR model (substitution, augmentation, modification, and redefinition). With these indicators, 110 tasks…
Descriptors: Task Analysis, Mathematics Instruction, Number Concepts, Telecommunications
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Nurnberger-Haag, Julie; Wernet, Jamie L.; Benjamin, Judy I. – International Journal of Education in Mathematics, Science and Technology, 2023
Games are often used to foster student engagement and motivation to learn content, such as mathematics. Although digital games dominate game-based learning research, the table games commonly used in classrooms warrant investigation. Especially for mathematics learning, prior research has not taken into account content-specific frameworks. Integer…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Learner Engagement
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Salas-Rueda, Ricardo-Adán; Salas-Rueda, Érika-Patricia; Salas-Rueda, Rodrigo-David – International Journal of Education in Mathematics, Science and Technology, 2020
This mixed research aims to analysis and design the Web Game On Descriptive Statistics (WGODS) through the ADDIE model, data science and machine learning. The sample consists of 61 students from a university in Mexico. WGODS is a technological tool (quiz game) that presents various questions and answers about statistics (quantitative and…
Descriptors: Statistics, Computer Games, College Students, Educational Games
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Tucker, Stephen I.; Moyer-Packenham, Patricia S. – International Journal of Mathematical Education in Science and Technology, 2021
This study examines the construct of distance -- the degree of difficulty of interacting with something -- as part of activity involving children using touchscreen digital games to learn mathematics. Ten fifth-grade children engaged in video-recorded semi-structured task-based interviews in which they used two touchscreen digital mathematics games…
Descriptors: Computer Games, Mathematics Instruction, Video Technology, Task Analysis
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Williams-Pierce, Caroline Cassie-Marie – AERA Online Paper Repository, 2017
In this proposal, I share a synthesized framework that incorporates mathematics education with game design principles. This framework was used to design a videogame that supported mathematical play with fractions, and I share excerpts of middle school students playing the game to validate the synthesized framework.
Descriptors: Mathematics Instruction, Teaching Methods, Video Games, Middle School Students
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Katmada, Aikaterini; Mavridis, Apostolos; Tsiatsos, Thrasyvoulos – Electronic Journal of e-Learning, 2014
This paper focuses on the design, implementation and evaluation of an online game for elementary and middle school mathematics. Its aim is twofold: (a) the development of the prototype of a flexible and adaptable computer game, and (b) the evaluation of this prototype, as to its usability and technical aspects. The particular computer game was…
Descriptors: Educational Games, Computer Games, Mathematics Instruction, Elementary School Mathematics
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Carliner, Saul, Ed. – Association for the Advancement of Computing in Education, 2019
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "E-Learn 2019: World Conference on E-Learning" took place in New…
Descriptors: Conferences (Gatherings), Electronic Learning, Conference Papers, Learner Engagement
Norton, Priscilla; Hathaway, Dawn – Educational Technology, 2012
In this article, the CLICK ("C"omputer Games and "L"iteracy "I"ntegrated with "C"ontent "K"nowledge) design model for high school education is proposed and developed as an instructional response to concerns about content coverage versus deeper content knowledge, learners' inability to grasp the meanings embedded in complex text, and disregard for…
Descriptors: Expertise, Instructional Design, High Schools, Computer Games
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Nunes, Miguel Baptista, Ed.; McPherson, Maggie, Ed.; Kommers, Piet, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2017
These proceedings contain the papers of the International Conference e-Learning 2017, which was organised by the International Association for Development of the Information Society, 20-22 July, 2017. This conference is part of the Multi Conference on Computer Science and Information Systems 2017, 20-23 July, which had a total of 652 submissions.…
Descriptors: Electronic Learning, Online Courses, Teaching Methods, Information Literacy
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning
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Tüzün, Hakan; Arkun, Selay; Bayirtepe-Yagiz, Ezgi; Kurt, Funda; Yermeydan-Ugur, Benlihan – Journal of Educational Technology, 2008
In this study, researchers evaluated the usability of game environments for teaching and learning about mathematical functions. A 3-Dimensional multi-user computer game called as "Quest Atlantis" has been used, and an educational game about mathematical functions has been developed in parallel to the Quest Atlantis' technical and…
Descriptors: Computer Games, Educational Games, Program Evaluation, Instructional Effectiveness
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Prayaga, Lakshmi; Rasmussen, Karen L. – Journal of Educational Technology, 2008
Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…
Descriptors: Computer Games, Educational Games, Instructional Design, Teaching Methods
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2013
These proceedings contain the papers of the IADIS International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2013), October 22-24, 2013, which has been organized by the International Association for Development of the Information Society (IADIS), co-organized by The University of North Texas (UNT), sponsored by the…
Descriptors: Conference Papers, Cognitive Processes, Learning Processes, Short Term Memory