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Carmen Petrick Smith – Mathematics Teacher: Learning and Teaching PK-12, 2023
Geometric constructions present an opportunity to help students develop geometric proofs and justifications while actively creating mathematical representations (Mariotti, 2001). Though traditionally carried out with paper and pencil, dynamic geometry software allows students to produce more precise constructions with greater certainty…
Descriptors: Geometric Concepts, Mathematics Instruction, Teaching Methods, Validity
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Kassem Hallal; Sami Tlais – Journal of Chemical Education, 2023
Educational games are effective learning tools frequently used to motivate students and enhance their engagement in the learning process. Using these games in challenging courses, such as organic chemistry, creates a more engaging and student-friendly learning environment that can enhance students' learning. Drawing organic compounds and…
Descriptors: Organic Chemistry, Science Instruction, Puzzles, Teaching Methods
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Mar'atussolichah; Hamidulloh Ibda; Muhammad Fadloli Al-Hakim; Faizah Faizah; Aniqoh Aniqoh; Mahsun Mahsun – Journal of Education and Learning (EduLearn), 2024
The background of this research is the need for teacher innovation in developing digital-based learning media in Indonesian language learning. The research method used is research and development (R&D) with the analysis, design, develop, implement, and evaluate (ADDIE) model, which consists of five research stages: analysis, planning,…
Descriptors: Educational Games, Indonesian, Elementary School Students, Teaching Methods
Stephen Russell Mallory – ProQuest LLC, 2021
This dissertation examines how analog and digital history games complicate and challenge the dominant discourse of teaching American History through Texas state high school-focused texts and these texts complicity in suppressing non-normative histories. These histories are formed at the intersection of political, social, and cultural power…
Descriptors: History Instruction, Teaching Methods, Thinking Skills, Educational Games
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Krish Pillai; Marcia Lovas – International Society for Technology, Education, and Science, 2023
A typical first computer science course (CS1) introduces the student to coding conventions, variables, methods, control structures, conditionals, and the semantics of classes and objects. Advanced concepts of inheritance, polymorphism, abstract classes, interfaces, and their use in the design process, are covered in a second-level course (CS2).…
Descriptors: Computer Games, Educational Games, Teaching Methods, Technology Uses in Education
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Ruofei Zhang; Di Zou; Gary Cheng – Interactive Learning Environments, 2024
The chatbot has been increasingly applied and investigated in education, along with many review studies from different aspects. However, few reviews have been conducted on chatbot-assisted learning from the pedagogical and implementational aspects, which may provide implications for future application and investigation of educational chatbots. To…
Descriptors: Artificial Intelligence, Synchronous Communication, Computer Software, Teaching Methods
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Taoues Hadour Myers – NECTFL Review, 2025
Learning a world language offers many benefits, including positive impacts on cognitive development, memory skills, and problem-solving abilities. However, enrollments in language programs, including French, are declining in American universities. Due to the high cost of college, students and parents may not see French as a lucrative field of…
Descriptors: Role Playing, Educational Games, Teaching Methods, Second Language Learning
Yagcioglu, Ozlem – Online Submission, 2022
Learning and teaching second language skills requires many different techniques and approaches. In the modern world, students have many opportunities to learn many different languages with the help of technology and with the help of many different modern and traditional approaches. Embodied cognition approach plays a great role in second language…
Descriptors: Schemata (Cognition), Second Language Learning, Second Language Instruction, Class Activities
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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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Diniz dos Santos, Alysson; Strada, Francesco; Bottino, Andrea – IEEE Transactions on Learning Technologies, 2019
Finding proper ways to address learning about sustainability is a relevant issue. Sustainability learning has to face some inherent complexities, due to two main factors: the interdisciplinary domains related to sustainability issues, such as ecology, economics, politics, and culture, and the involvement of several social structures, such as…
Descriptors: Teaching Methods, Sustainability, Computer Games, Computer Software
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Rohaeti, Euis Eti; Bernard, Martin; Primandhika, Restu Bias – Journal on Mathematics Education, 2019
This research is a merged descriptive and quasi-experiment research aimed to describe students' creativity in developing interactive learning media with Visual Basic Application for Excel. Besides that, it had done to review students' ability which learning used open-ended Visual Basic Application for Excel compared with the other students' which…
Descriptors: Mathematics Instruction, Experimental Groups, Control Groups, Creativity
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Zhang, Ruofei; Zou, Di; Xie, Haoran – Computer Assisted Language Learning, 2022
Spaced repetition has been widely implemented and examined in mobile-assisted word learning as an important learning strategy. However, the nature of spaced repetition by commercial word-learning apps and the factors leading to the favoured mobile-assisted spaced repetition have yet to be investigated in authentic contexts. In this study, we coded…
Descriptors: Computer Assisted Instruction, Teaching Methods, English (Second Language), Second Language Learning
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Jeremy Stoddard; Jais Brohinsky; Derek Behnke; David Shaffer; Codu Marquart; M. Shane Tutweiler; Jason Chen – Grantee Submission, 2022
In this paper, we describe the design for PurpleState, an internship simulation that applies the epistemic game model for informed civic learning. PurpleState places students in the role of interns at a political media firm and asks them to design a media campaign on a state level policy issue. Unlike the use of these models in STEM education,…
Descriptors: Citizenship Education, Educational Games, Teaching Methods, Persuasive Discourse
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Tavares, Rita; Marques Vieira, Rui; Pedro, Luís – Education Sciences, 2021
This paper reports research work related to a wider study, aimed at developing a mobile app for Science Education in primary-school. Several studies reveal that Science Education can be improved by using technology, namely educational software. However, to promote a structured use of technology, innovative learning approaches must be designed for…
Descriptors: Science Education, Educational Technology, Telecommunications, Handheld Devices
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Bibic, Lucka; Druskis, Justinas; Walpole, Samuel; Angulo, Jesus; Stokes, Leanne – Journal of Chemical Education, 2019
Virtual reality (VR) technology has been capturing the public imagination for decades. VR software applications that allow for interactive immersion are emerging as a renowned medium in many areas, including educating the public in biochemistry-related subjects via public engagement events. This report provides information about an immersive,…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Computer Software
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