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Degner, Kate – Mathematics Teacher: Learning and Teaching PK-12, 2022
Using question 28 from the May Problems to Ponder in volume 114, the author and her seventh- and eighth-grade students launched into a discussion of creativity, linearity, piecewise, and recursive definitions of functions. This pattern to ponder provided rich mathematical opportunities for all students in her middle school classroom.
Descriptors: Middle School Mathematics, Middle School Students, Play, Creativity
Sam von Gillern; Brady Nash – Technology, Knowledge and Learning, 2025
This scoping review examines scholarship on video games in prominent literacy journals between years 2000 and 2020. 32 articles met inclusion criteria for the study, including 15 articles on entertainment games and 17 articles on serious/educational games. Included articles were categorized by various attributes, including year of publication,…
Descriptors: Video Games, Educational Games, Literacy Education, Instructional Effectiveness
Williams-Pierce, Caro; Thevenow-Harrison, Jordan T. – Journal of the Learning Sciences, 2021
Most research on mathematical play and learning is focused on early childhood. This study examines how mathematical play and learning manifest in older children in a mathematical videogame designed by the first author, "Rolly's Adventure." We examined how players experienced mathematical play as they played "Rolly's Adventure,"…
Descriptors: Mathematics Education, Play, Video Games, Failure
Kynigos, Chronis; Grizioti, Marianthi; Latsi, Maria – Digital Experiences in Mathematics Education, 2023
Classification is a complex process that involves scientific concepts and higher-order mental processes such as abstraction, generalization, and pattern recognition. Even though it is an important competence for understanding the world, dealing with data and information, and solving complex problems, the education system embeds just its simplest…
Descriptors: Classification, Thinking Skills, Mathematics Skills, Educational Games
The Effects of a LEGO® Intervention on the Writing Performance of Seventh Graders with Special Needs
Bell, Linda; Connelly, Vincent; Grünke, Matthias; Schulden, Matthias – Insights into Learning Disabilities, 2023
In this pilot single-case study, we evaluated the effects of using LEGO® as a tool for students identified with disabilities to improve their expressive writing performance. We applied a simple ABA reversal design to test whether the intervention was effective with four seventh graders. Social validity data were also obtained. Findings indicate…
Descriptors: Toys, Intervention, Writing Achievement, Grade 7
Boon or Bane? An Investigation of Player Perspective Taking in a Computational Thinking Digital Game
Xi Lu – ProQuest LLC, 2021
Computational thinking (CT) is an analytical thinking approach to solving daily problems by utilizing fundamental concepts of computer science. In the past decade, CT has been regarded as an essential life skill to be taught to everyone, especially young learners. One overarching and unresolved issue related to including CT into the K-12…
Descriptors: Play, Perspective Taking, Computation, Thinking Skills
Dhvani Toprani; Marcela Borge – Journal of Computer Assisted Learning, 2025
Background: In this paper, we extend findings from previous iterations of a design-based project called ThinkerSpaces design studios that promotes human-centred design among children. ThinkerSpaces design studios is a play-based afterschool club that follows principles of embedded design by prioritising learner agency, exploration and ongoing…
Descriptors: Children, After School Programs, Play, Technology Uses in Education
von Gillern, Sam; Stufft, Carolyn – Literacy, 2023
This study examines how 31 middle-school children conducted multimodal analyses of video games. Over four consecutive days, students played video games for 30 minutes and then wrote written reflections about the multimodal symbols within the game and how these symbols influenced their interpretation and decision-making processes during gameplay.…
Descriptors: Children, Middle School Students, Metacognition, Play
Rahimi, Farzan Baradaran; Kim, Beaumie – Learning, Media and Technology, 2023
When we give meanings to a physical space, we engage in place-making. With technologies, the place-making activities can be extended to virtual and hybrid spaces. In games, actual or virtual space can gain narrative and meaning transforming into a playce (i.e., a place for play). We suggest that playce-making (i.e., transforming a space into a…
Descriptors: Place Based Education, Play, Educational Change, Design
Seifert, Tami; Gez, Yoav – International Journal of Game-Based Learning, 2021
The article describes projects that combined experiential learning and gamification with teachers and pupils in junior high school science classes. The pupils planned and designed projects and critiqued the quality of the final products. A field report study model was employed using principles from the world of play in order to better understand…
Descriptors: Learner Engagement, Game Based Learning, Play, Recess Breaks
Lahey, Trace; Rizopoulos, Lisa – Middle School Journal, 2023
Teacher educators surveyed and interviewed program alumni working in middle schools to address the question, what literacy practices have you found to be most supportive of English language learners in your classrooms? This article describes the three most common practices identified by the middle school teachers, practices that are affiliated…
Descriptors: Middle School Students, English Language Learners, Teacher Educators, Alumni
Bjørgen, Anne Mette – Education 3-13, 2022
This article investigates how 9-13 years old pupils interpret activities involving the use of tablets in two Norwegian primary schools. The theoretical context draws on Goffman's frame analysis and on research on young people's digital literacy practices as socially situated meaning-making practices. Data was gathered through group interviews. The…
Descriptors: Tablet Computers, Foreign Countries, Elementary School Students, Digital Literacy
McDermott, Mairi; Lenters, Kim – Pedagogy, Culture and Society, 2021
Humour, when engaged in the classroom, tends to be used as a means to hook youth into the 'real' material of school, when officially sanctioned at all. Humour can be dangerous, not-the-least in its potential to produce chaos, presenting difficulties in the rigid climate of accountability and standardisation. As we animate, humour can trouble…
Descriptors: Humor, Play, Critical Literacy, Psychological Patterns
Han, Christina S.; Brussoni, Mariana J.; Mâsse, Louise C. – Journal of Early Adolescence, 2022
Autonomy -- acting volitionally with a sense of choice -- is a crucial right for children. Given parents' pivotal position in their child's autonomy development, we examined how parental autonomy support and children's need for autonomy were negotiated and manifested in the context of children's independent mobility -- children's ability to play,…
Descriptors: Personal Autonomy, Parent Child Relationship, Physical Mobility, Foreign Countries
Megan Zeni; Leyton Schnellert; Mariana Brussoni – Canadian Journal of Action Research, 2024
In this study, we enacted critical participatory action research (CPAR) within an online community of practice (CoP). The CoP was designed to build a community of outdoor play and learning (OPAL) practitioners. This paper describes how a cohort (n=18) of experienced Kindergarten to grade eight (K-8) teachers from across British Columbia shared…
Descriptors: Play, Recreational Activities, Outdoor Education, Communities of Practice