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Showing 1 to 15 of 18 results Save | Export
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Danielle Herro; Golnaz Arastoopour Irgens; Jeremiah Akhigbe; McKenzie Martin Rowland – Journal of Digital Learning in Teacher Education, 2025
Preparing elementary-aged children to practice data science literacies is important and understudied. Our research investigates how data science curricula might be effectively designed and integrated into elementary classroom instruction. We use narrative case study methodology, focusing on a single case detailing a second-grade teacher's approach…
Descriptors: Data Science, Computer Games, Handheld Devices, Grade 2
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Erlina; Dylan P. Williams; Chris Cane; Hairida; Maria Ulfah; Azwa F. Wafiq – Chemistry Education Research and Practice, 2024
The range of abstract concepts encountered when learning chemistry and the inability of students to make connections between the macroscopic, sub-microscopic, and symbolic representations, used in chemistry teaching, are believed to be the main reasons for students' difficulty when learning chemistry. Prediction and determination of molecular…
Descriptors: Foreign Countries, College Freshmen, Chemistry, Science Instruction
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Lufti, Achmad; Suyono; Hidayah, Rusly – Asia-Pacific Forum on Science Learning and Teaching, 2021
This research aims to explore the effectiveness of using computer-assisted games as a learning media to improve the quality of learning in Chemistry. The research was conducted in Indonesia on high school students in three separate classes or groups, in three separate schools that were randomly selected. There were three stages of data collection…
Descriptors: Game Based Learning, Computer Games, Teaching Methods, Instructional Effectiveness
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Hobbs, Laura; Holyman, Sam; Payne, M.; Ricketts, Yasmin; Stevens, Carly – School Science Review, 2020
Science Hunters is a UK outreach project that uses "Minecraft" (a computer game that allows children to build with a wide range of blocks) to engage children with science. Sessions are based on a range of science topics and include practical activities. A new topic, on bioluminescence, was designed in collaboration with staff and…
Descriptors: Cooperative Learning, Computer Games, Science Activities, Elementary School Science
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Souza, P. V. S.; Morais, L. P.; Girardi, D. – Physics Education, 2018
We present an educational game for teaching physics, "Spies." The game is based on the popular boardgame "Codenames." It is useful as a didactic tool to promote and improve student engagement. "Spies" is practical, fast and requires very little physical resources, which makes it ideal for high school teaching and…
Descriptors: Physics, Teaching Methods, Educational Games, Learner Engagement
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Mdlalose, Noluthando; Ramaila, Sam; Ramnarain, Umesh – International Journal of Higher Education, 2022
The development of 21st century competencies and skills in science teaching and learning is a key strategic imperative. Game-based learning platforms can be used to promote pedagogic innovation in various educational settings. Game-based applications such as Kahoot! have been increasingly used in education to facilitate meaningful enactment of…
Descriptors: Science Teachers, Science Instruction, Teacher Education Programs, Teaching Methods
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Florungco, Jastine Kent E.; Caballes, Dennis G. – Online Submission, 2022
Progressivism is the trend in the modern education system since it aims to focus and develop the skills and abilities of the learners. Educators play a vital role in the learning setup because they are the facilitator of learning in the class session. In the time when most schools employ online learning, problems arise as to how teachers can make…
Descriptors: Teacher Attitudes, Science Instruction, Online Courses, Teaching Methods
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Khan, Amna; Ahmad, Farzana Hayat; Malik, Muhammad Muddassir – Education and Information Technologies, 2017
This study aimed to identify the impact of a game based learning (GBL) application using computer technologies on student engagement in secondary school science classrooms. The literature reveals that conventional Science teaching techniques (teacher-centered lecture and teaching), which foster rote learning among students, are one of the major…
Descriptors: Secondary School Students, Science Instruction, Instructional Design, Gender Differences
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Milner, Rachel; Parrish, Jonathan; Wright, Adrienne; Gnarpe, Judy; Keenan, Louanne – Journal of College Science Teaching, 2015
In a large-enrollment, introductory biochemistry course for nonmajors, the authors provide students with formative feedback through practice questions in PDF format. Recently, they investigated possible benefits of providing the practice questions via an online game (Brainspan). Participants were randomly assigned to either the online game group…
Descriptors: Biochemistry, Nonmajors, Science Instruction, College Science
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Tay, Lee Yong; Lim, Cher Ping – Cultural Studies of Science Education, 2012
This response to Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg and Nicole Husain's paper, "Challenges and opportunities: Using a science-based video game in secondary school settings," explores the issues encountered while a science-based video game is introduced in secondary school settings. It highlights the importance of the context, the…
Descriptors: Science Instruction, Secondary School Science, Educational Technology, Educational Games
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Adamo-Villani, Nicoletta; Dib, Hazar – Journal of Educational Technology Systems, 2013
The article discusses current evaluation methodologies used to assess the usability, user enjoyment, and pedagogical efficacy of virtual learning environments (VLEs) and serious games. It also describes the evaluations of two recently developed projects: a virtual learning environment that employs a fantasy 3D world to engage deaf and hearing…
Descriptors: Program Evaluation, Educational Technology, Evaluation Methods, Usability
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Hsu, Chung-Yuan; Tsai, Chin-Chung – Interactive Learning Environments, 2013
Educational researchers have indicated that although computer games have the potential to promote students' motivation and engagement, the work on how to design effective games that fulfil educational purposes is still in its infancy. This study aimed to examine how integration of self-explanation into a computer game affected primary schoolers'…
Descriptors: Science Instruction, Scientific Concepts, Educational Games, Learner Engagement
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Smith, Terry K. – Education Sciences, 2014
This mixed methods study examined the effectiveness of a virtual world curriculum for teaching elementary students complex science concepts and skills. Data were collected using pre- and post-content tests and a student survey of engaged learning, An additional survey collected teacher observations of 21st century competencies conducive to…
Descriptors: Elementary School Science, Science Instruction, Educational Technology, Technology Uses in Education
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Tippins, Deborah J.; Jensen, Lucas John – Cultural Studies of Science Education, 2012
There is a vast terrain of emerging research that explores recent innovations in digital games, particularly as they relate to questions of teaching and learning science. One such game, "Citizen Science", was developed to teach players about the practice of citizen science as well as lake ecology. Citizen science is a pedagogy that has a long…
Descriptors: Ecology, Environmental Education, Citizenship, Environmental Research
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Shute, Valerie J.; Ventura, Matthew; Kim, Yoon Jeon – Journal of Educational Research, 2013
Digital games are very popular in modern culture. The authors are examining ways to leverage these engaging environments to assess and support student competencies. The authors examine gameplay and learning using a physics game they developed called Newton's Playground. The sample consisted of 167 eighth- and ninth-grade students who played…
Descriptors: Teaching Methods, Physics, Educational Games, Educational Technology
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