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Ha, Taemin; Yu, Hyeonho; Dauenhauer, Brian – Journal of Physical Education, Recreation & Dance, 2022
This article introduces the fundamental concepts and introductory techniques of Taekwondo education, including learning activities, and proposes games using the introductory techniques in accordance with both national physical education standards and the five tenets of Taekwondo.
Descriptors: Physical Education, Physical Activities, Skill Development, Interpersonal Relationship
Tiffany Yanyi Lee; Lit Wee Sim; Mohamed Syukri Bin Mohamed Anwar; Pierina Cheung; Kerry Lee; Daniel Ansari; Gianluca Esposito; Anne Rifkin-Graboi – European Journal of Psychology of Education, 2024
Mastery motivation predicts achievement, but intricacies amongst preschoolers are unclear. In keeping with the Specificity Principle, school-age, and adolescent research demonstrates the importance of considering the "setting conditions" in which mastery motivation is observed. Here, Singaporean 4-year-olds' (N = 63)…
Descriptors: Preschool Children, Student Motivation, Numeracy, Mathematics Activities
Schlesinger, Molly A.; Hirsh-Pasek, Kathy – Childhood Education, 2019
Children are always learning. Innovative initiatives that offer opportunities for learning and skill building in environments outside of school are as important as ones designed for the classroom.
Descriptors: Play, Skill Development, Learning Activities, Educational Games
Alvarez, Vivian – Knowledge Quest, 2017
Besides being a social experience, tabletop games can serve as intrinsic educational tools that tap into students' needs and interests, inspiring them to find motivation in applying new knowledge to their academic work. Why? Because, as with school, every game has a very specific set of rules by which participants must abide. Experiences with…
Descriptors: Learner Engagement, Public Libraries, Educational Games, Video Games
Hopper, Susan B. – Journal of Interactive Learning Research, 2018
simSchool is a game-based, virtual, and interactive tool that allows pre-service teachers to acquire new skills while constructing knowledge through experimentation with learning situations. Pre-service teachers develop know-how--or heuristic knowledge--through repeated practice in the "Personality Plus Higher-Order Thinking" module to…
Descriptors: Preservice Teachers, Preservice Teacher Education, Computer Simulation, Simulated Environment
Isaias, Pedro, Ed.; Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed. – Cognition and Exploratory Learning in the Digital Age, 2020
This volume provides a comprehensive and contemporary depiction of the swift evolution of learning technologies and the innovations that derive from their deployment in school education. It comprises cases studies, research focused on emergent technologies and experiments with existing tools in a wide range of scenarios. The studies included in…
Descriptors: Educational Technology, Educational Innovation, Computer Uses in Education, STEM Education
Li, Linlin; Mahrer, Ben; Weiser, Gary; Orenstein, Ari; Chow, Eunice; Atienza, Sara – WestEd, 2019
Funded by the U.S. Department of Education, the Twin Cities Public Television (TPT) Ready to Learn project, "Hero Elementary," has an emphasis on reaching Latino communities and supporting the needs of children with disabilities. The project embeds the expectations of kindergarten to 2nd grade science standards into a series of…
Descriptors: Hispanic American Students, Students with Disabilities, Primary Education, Science Education
Epley, Jennifer – Journal of Interactive Learning Research, 2016
Integrating interactive learning activities into undergraduate courses is one method for increasing student interest, engagement, and skills development. Online simulation games in particular offer students the unique applied opportunity to "learn by doing" in a virtual space to further their overall knowledge base and critical thinking…
Descriptors: Educational Games, Simulation, Experiential Learning, Student Interests
Maxlow, James Richard – ProQuest LLC, 2015
This study investigated the potential development and use of historical empathy in sixth-grade students while using the colonial-era historical education game "Mission US" and its associated learning activities. A collective case study was developed to describe and interpret students' experiences. The gathered data included the students'…
Descriptors: Elementary School Students, Grade 6, History Instruction, Empathy
Whalen, D. Joel – Business and Professional Communication Quarterly, 2018
This article, the first of a two-part series, offers readers 13 teaching innovations debuted at the 2017 Association for Business Communication's annual conference in Dublin, Ireland. Assignment topics presented here include communication strategy and message-packaging skills, deep communication insights, and career and personal development.…
Descriptors: Foreign Countries, Conferences (Gatherings), Professional Associations, Business Communication
Chu, Hui-Chun; Hung, Chun-Ming – International Journal of Distance Education Technologies, 2015
In this study, the game-based development approach is proposed for improving the learning motivation, problem solving skills, and learning achievement of students. An experiment was conducted on a learning activity of an elementary school science course to evaluate the performance of the proposed approach. A total of 59 sixth graders from two…
Descriptors: Educational Games, Educational Technology, Teaching Methods, Elementary School Science
Takeuchi, Lori M.; Vaala, Sarah – Joan Ganz Cooney Center at Sesame Workshop, 2014
Digital games have the potential to transform K-12 education as we know it. But what has been the real experience among teachers who use games in the classroom? In 2013, the Games and Learning Publishing Council conducted a national survey among nearly 700 K-8 teachers. The report reveals key findings from the survey, and looks at how often and…
Descriptors: Educational Games, Computer Games, Video Games, Technology Uses in Education
Nachimuthu, K.; Vijayakumari, G. – Journal of Educational Technology, 2011
A game is a set of activities involving one or more players. It has goals, constraints, payoffs, and consequences. A game is rule-guided and artificial in some respects. (Richard Wilson, 2010). According to Garris et al. (2002), define educational game play as "voluntary, nonproductive, and separate from the real world"; and they found…
Descriptors: Educational Games, Learning Activities, Thinking Skills, Skill Development
Svarovsky, Gina Navoa – Journal of Pre-College Engineering Education Research, 2011
Recently, K-12 engineering education has received increased attention as a pathway to building stronger foundations in math and science and introducing young people to the profession. However, the National Academy of Engineering found that many K-12 engineering programs focus heavily on engineering design and science and math learning while…
Descriptors: Engineering Education, Elementary Secondary Education, Learning Activities, Females
University of Pittsburgh Office of Child Development, 2009
Just as mathematical ability begins to form in early childhood, so, too, does the knowledge gap separating low-income children from their more affluent peers, who generally enter school with much greater math knowledge. This gap is troubling given that early deficits in mathematical knowledge can have profound implications for future learning. One…
Descriptors: Mathematics Skills, Knowledge Level, Low Income Groups, At Risk Students