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Sevian, Hannah; Couture, Steven – Chemistry Education Research and Practice, 2018
Problem solving is lauded as beneficial, but students do not all learn well by solving problems. Using the resources framework, Tuminaro J., and Redish E. F., (2007), Elements of a cognitive model of physics problem solving: Epistemic games, "Physical Review Special Topics-Physics Education Research," 3(2), 020101 suggested that, for…
Descriptors: Problem Solving, Physics, Science Instruction, Educational Games
Peng, Li-Wei; Lee, Cheun-Yeong – Excellence in Education Journal, 2020
The research partnership among university faculty, information technology graduate students, and science content experts from school districts developed the Web-based two-dimensional and three-dimensional virtual reality science games. The games were implemented to engage middle school students in learning, retaining, and applying newly acquired…
Descriptors: Educational Research, College Faculty, Graduate Students, Information Technology
Turgut, Sedat; Temur, Özlem Dogan – International Electronic Journal of Elementary Education, 2017
In this research, the effects of using game in mathematics teaching process on academic achievement in Turkey were examined by metaanalysis method. For this purpose, the average effect size value and the average effect size values of the moderator variables (education level, the field of education, game type, implementation period and sample size)…
Descriptors: Educational Games, Teaching Methods, Mathematics Achievement, Meta Analysis
Manley, Doreen E. – English for Immigrants, 1968
An eclectic approach to the teaching of English as a second language stresses the notion of play in the development of motivation. Linked with a variety of play activities, language acquisition, it is felt, becomes natural and meaningful for the student. Numerous examples are included. (RL)
Descriptors: Educational Games, Elementary Education, English Instruction, English (Second Language)
Smolins, Gwen – English for Immigrants, 1968
Description of a game involving linguistic recognition and practice with numbers ranging from one through 20 points out the value of cognition and oral practice in language acquisition. Variations of the game focusing on simple multiplication and addition are also examined. (RL)
Descriptors: Childrens Games, Cognitive Development, Cognitive Processes, Educational Games