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Showing all 14 results Save | Export
Nova A. Corciega; Cherry Mae A. Bayot; Melogen S. De Jesus; Gracee Mae A. Hinampas; Rean Muan~a; Sheena A. Ones – Online Submission, 2025
This study aims to explore and rate the strategies and environmental factors that enhance the attention spans of Grade 3 pupils in Mabinay Central School and Lumbangan Central School. Recognizing attention span as a critical factor in academic performance, the research examines how teaching strategies such as active learning, multimodal…
Descriptors: Elementary School Students, Academic Achievement, Correlation, Teaching Methods
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Lee, Yoonhee N.; Zhu, Meina – Computers in the Schools, 2022
Digital Game Based Learning (DGBL) was considered as an effective way to engage learners and enhance learning performance. This case study demonstrates a design case that uses DGBL to support writing practices using student-centered pedagogy in K-12 education. Minecraft is used as a tool of transferring students' imagination and abstract design to…
Descriptors: Video Technology, Computer Games, Game Based Learning, Learner Engagement
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Barreto, Daisyane; Vasconcelos, Lucas; Orey, Michael – Malaysian Journal of Learning and Instruction, 2017
Purpose: With video games being a source of leisure and learning, educators and researchers alike are interested in understanding children's motivation for playing video games as a way to learn. This study explores student motivation and engagement levels in playing two math video games in the game "Club Penguin." Method: This is a…
Descriptors: Student Motivation, Learner Engagement, Mathematics Instruction, Educational Games
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Hunter, William J. – College Quarterly, 2015
In the first piece in this series ("Teaching for Engagement: Part 1: Constructivist Principles, Case-Based Teaching, and Active Learning"), William Hunter sought to make the case that a wide range of teaching methods (e.g., case-based teaching, problem-based learning, anchored instruction) that share an intellectual grounding in…
Descriptors: Active Learning, Constructivism (Learning), Learner Engagement, Case Method (Teaching Technique)
Hunt, Marc W. – Techniques: Connecting Education and Careers (J3), 2013
The author started teaching TV and sound production in a career and technical education (CTE) setting six years ago. The first couple months of teaching provided a steep learning curve for him. He is highly experienced in his industry, but teaching the content presented a new set of obstacles. His students had a broad range of abilities,…
Descriptors: Educational Technology, Vocational Education, Classroom Environment, Video Technology
Dretzke, Beverly J.; Yap, Shannen – Center for Applied Research and Educational Improvement, 2015
Transforming Education Through the Arts and Media (TEAM) is an arts integration program based on the concept of the 21st century transliterate learner who acquires knowledge and interacts across a range of tools, platforms, and media. Over a period of four years, TEAM was implemented in seventh- and eighth-grade classrooms by the Center for…
Descriptors: Higher Education, Art Education, Interdisciplinary Approach, Program Effectiveness
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Stephen, Christine; Stevenson, Olivia; Adey, Claire – Journal of Early Childhood Research, 2013
This article is about the ways in which young children engage with technological toys and resources at home and, in particular, the ways in which the family context makes a difference to young children’s engagement with these technologies. The data reviewed come from family interviews and parent-recorded video of four case study children as they…
Descriptors: Family Influence, Family Environment, Access to Computers, Young Children
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Gershenfeld, Alan – Knowledge Quest, 2011
Over the past few years a growing body of research has highlighted the potential for educational video games to foster highly engaged, effective learning in the classroom. These research reports from organizations such as the Federation of American Scientists, the National Science Foundation, and the Joan Ganz Cooney Center at Sesame Workshop…
Descriptors: Video Games, School Libraries, Learner Engagement, Educational Games
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Hansen, Lisa; Sanders, Steve – ICHPER-SD Journal of Research, 2010
Although video games are often associated with sedentary behaviors, active gaming is a new genre that requires children to become physically active while playing the games. In this study six fifth grade students' experiences participating in active gaming in eight-week physical education classes were explored. Qualitative methods of interviews,…
Descriptors: Physical Education, Physical Activities, Video Games, Persistence
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Rafferty, Anna N., Ed.; Whitehill, Jacob, Ed.; Romero, Cristobal, Ed.; Cavalli-Sforza, Violetta, Ed. – International Educational Data Mining Society, 2020
The 13th iteration of the International Conference on Educational Data Mining (EDM 2020) was originally arranged to take place in Ifrane, Morocco. Due to the SARS-CoV-2 (coronavirus) epidemic, EDM 2020, as well as most other academic conferences in 2020, had to be changed to a purely online format. To facilitate efficient transmission of…
Descriptors: Educational Improvement, Teaching Methods, Information Retrieval, Data Processing
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Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2017
These proceedings contain the papers of the 14th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2017), 18-20 October 2017, which has been organized by the International Association for Development of the Information Society (IADIS) and endorsed by the Japanese Society for Information and Systems in…
Descriptors: Conference Papers, Student Journals, Diaries, Self Management
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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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Jenson, Jennifer; Taylor, Nicholas; de Castell, Suzanne – E-Learning, 2007
This article documents the design and development of an online tutorial for student and practising teachers at York University, Canada, that familiarizes them with the ethical and legal aspects of teaching. In particular, it focuses on the key design decisions that were made, emphasizing how these were also deeply "pedagogical"…
Descriptors: Foreign Countries, Intelligent Tutoring Systems, Student Teachers, Teaching (Occupation)
Stamper, John, Ed.; Pardos, Zachary, Ed.; Mavrikis, Manolis, Ed.; McLaren, Bruce M., Ed. – International Educational Data Mining Society, 2014
The 7th International Conference on Education Data Mining held on July 4th-7th, 2014, at the Institute of Education, London, UK is the leading international forum for high-quality research that mines large data sets in order to answer educational research questions that shed light on the learning process. These data sets may come from the traces…
Descriptors: Information Retrieval, Data Processing, Data Analysis, Data Collection