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Leith, Murray; Boyle, Liz; Sim, Duncan; van der Zwet, Arno; Scott, Graham; Jimoyiannis, Athanassios; Jandric, Petar; Hauge, Jannicke Baalsrud; Sultana Tany, Nadera; Hummel, Hans – Open Review of Educational Research, 2019
This article focuses on the early stages of an international project on gamifying national identity. It examines the production of the content required for developing a sophisticated and engaging approach to pedagogical innovation in education, through game-based learning. This will encourage individuals to think about both European and national…
Descriptors: Educational Games, Foreign Countries, Self Concept, Teaching Methods
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Shivener, Rich; Da Silva, Jessica Oliveira; Rahman, Anika – Composition Forum, 2022
In this essay, we argue that Twitch is an incredible platform for cultivating discourse-based interviews (DBIs) and has yet to be addressed in DBI research involving digital tools. To demonstrate that argument, we detail the methods behind collaborative research project between two undergraduates and a faculty studying game developers on the…
Descriptors: Discourse Analysis, Interviews, Computer Software, Barriers
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Gajek, Elzbieta – Research-publishing.net, 2020
Crowdsourcing not only opens new perspectives within the general concept of Computer Assisted Language Learning (CALL), but also raises questions about ethics, motivation, and fair contribution. Technology offers platforms such as Duolingo, Bussu, and Babbel for learning languages with active contribution of the learners. Such applications reach…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Teaching Methods
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Jensen, Signe Hannibal – Language Learning & Technology, 2019
Through the analytical lens of activity theory (Leontiev, 1978, Lantolf & Thorne, 2006), the present study investigates the uptake of affordances for language learning by young (ages 7-11) Danish children (N = 15) in their engagement with English language media in the digital wild. Drawing on ethnographic interviews (Spradley, 1979), during…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Computer Games
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Barany, Amanda; Shah, Mamta; Cellitti, Jessica; Duka, Migela; Swiecki, Zachari; Evenstone, Amanda; Kinley, Hannah; Quigley, Peter; Shaffer, David Williamson; Foster, Aroutis – International Association for Development of the Information Society, 2017
Few digital tools are designed to support identity exploration around careers in science, technology, engineering, and mathematics (STEM) that may help close existing representation gaps in STEM fields. The aim of this project is to inform the design of games that facilitate learning as identity change as defined by the Projective Reflection…
Descriptors: Science Careers, Environmental Education, Urban Planning, Design
Warr, Melissa; West, Richard E. – Interdisciplinary Journal of Problem-based Learning, 2020
This article describes the implementation of an interdisciplinary design studio as a means to teach creative problem-solving through project-based learning. "Learning and Innovation Skills" has been designated as a core skill that students need to be successful in today's world, and project-based learning is one approach to helping…
Descriptors: Interdisciplinary Approach, Student Projects, Active Learning, Teaching Methods
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Ching, Cynthia Carter; Stewart, Mary K.; Hagood, Danielle E.; Rashedi, Roxanne Naseem – IEEE Transactions on Learning Technologies, 2016
Extant literature has largely not examined how users critically engage with their physical activity monitors, as objective data sense-making is often deemed superior to users' subjective realities. Our research, however, examines how middle-school youth encounter the representation of their data, as it is converted and actionable in an online…
Descriptors: Physical Activity Level, Measurement, Electronic Equipment, Ethnography
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Ruggiero, Dana; Garcia de Hurtado, Belen; Watson, William R. – International Journal of Game-Based Learning, 2013
In this study, the authors examined juvenile offender experiences in Project Tech, a research-based educational pilot program to teach socially responsible serious game development at a major Midwest university's Games Lab. Using open-ended interviews, learner feedback surveys, and learner journaling during the program, the researchers examined…
Descriptors: Juvenile Justice, Delinquency, Intervention, Pilot Projects
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Ramírez-Verdugo, Maria Dolores – Research-publishing.net, 2012
This paper presents an overview of the research conducted within a funded Comenius project which aims at developing a virtual European CLIL Resource Centre for Web 2.0 Education. E-CLIL focuses on Content and Language Integrated Learning (CLIL), creativity and multiculturalism through digital resources. In this sense, our prior research on CLIL…
Descriptors: Computer Simulation, Web 2.0 Technologies, Second Language Instruction, Second Language Learning
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Sherrell, Linda; Malasri, Kriangsiri; Mills, David; Thomas, Allen; Greer, James – Journal of Computers in Mathematics and Science Teaching, 2012
From 2004-2007, the University of Memphis carried out the NSF-funded Tri-P-LETS (Three P Learning Environment for Teachers and Students) project to improve local high-school computer science curricula. The project reached a total of 58 classrooms in eleven high schools emphasizing problem solving skills, programming concepts as opposed to syntax,…
Descriptors: Workshops, Inservice Teacher Education, Partnerships in Education, Secondary School Teachers