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Showing 196 to 210 of 781 results Save | Export
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Ehret, Christian; Ciklovan, Luka – Discourse: Studies in the Cultural Politics of Education, 2020
This article reports on a speculative design experiment, wherein the authors produced a critical remix video as intervention into the spread of toxic technocultural discourse on Twitch.tv (Twitch), an online platform in which content creators stream live content alongside a live chat audience. It focuses on the authors' development of a…
Descriptors: Educational Research, Research Methodology, Discourse Analysis, Video Technology
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Sabirli, Zulkif Eser; Coklar, Ahmet Naci – World Journal on Educational Technology: Current Issues, 2020
The use of computer games is becoming more and more common among children thanks to its many features; from multimedia opportunities to motivation. This increase in its use also increases the importance of educational games. The purpose of this study is to investigate the effect of the use of educational games in education on the academic success,…
Descriptors: Educational Technology, Technology Uses in Education, Computer Games, Educational Games
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Chen, Ching-Huei; Huang, Kun; Liu, Jun-Han – Asia-Pacific Education Researcher, 2020
This quasi-experimental study investigated the effects of enhancing digital game-based science learning with the predict-observe-explain (POE) inquiry scaffolds. One hundred twenty seventh-grade students were assigned to either an experimental group or a control group. The two groups of students played the same game, but the experimental group…
Descriptors: Game Based Learning, Teaching Methods, Science Instruction, Student Behavior
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Hong, Jon-Chao; Hwang, Ming-Yueh; Tsai, Chi-Ruei; Tai, Kai-Hsin; Wu, Yu-Feng – International Journal of Science and Mathematics Education, 2020
According to social dilemma theory, students may be characterized as being indifferent to reciprocal behavior and disengaged from interacting with the board gaming process. Given a common goal, students' prosociality can affect the collective efficacy and goal achievement motivation that reflects their flow experience in a cooperative-competitive…
Descriptors: Prosocial Behavior, Goal Orientation, Structural Equation Models, Computer Games
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Thorne, Steven L.; Hellermann, John; Jakonen, Teppo – Modern Language Journal, 2021
Integrating concepts and techniques from ethnomethodology and sociomaterialism, this article investigates the observable material processes involving human action and place-based contexts of language use enabled by locative media. The focal pedagogical intervention utilized mobile augmented reality (AR) activities, the development of which was…
Descriptors: Second Language Learning, Second Language Instruction, Video Technology, Place Based Education
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Pinto, Rafael Darque; Peixoto, Bruno; Melo, Miguel; Cabral, Luciana; Bessa, Maximino – Education Sciences, 2021
Virtual reality has shown to have great potential as an educational tool when it comes to new learning methods. With the growth and dissemination of this technology, there is a massive opportunity for teachers to add this technology to their methods of teaching a second/foreign language, since students keep showing a growing interest in new…
Descriptors: Second Language Learning, Second Language Instruction, Research Reports, Computer Games
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Moore, Kimberly – Mathematics Teaching in the Middle School, 2018
Minecraft is an open world survival computer game that was originally created in Sweden in 2011 and later purchased by Microsoft® in 2014. It is among the most popular computer games with students of all ages because it gives players a sense of ownership and opportunities for creative exploration. The game has three unique features: (1) no clear…
Descriptors: Middle School Students, Grade 8, Secondary School Mathematics, Mathematics Instruction
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Alshumaimeri, Yousif; Gashan, Amani; Bamanger, Ebrahim – World Journal on Educational Technology: Current Issues, 2019
In the Arab world, there is a lack of research investigating the use of virtual games to support learning English as a foreign language (EFL). The aim of this study was to examine EFL learners' attitudes towards the integration of the Second Life virtual game as a collaborative instructional tool. A descriptive inquiry method was followed, and…
Descriptors: Arabs, English (Second Language), Second Language Learning, Student Attitudes
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Kapon, Shulamit; Halloun, Angela; Tabach, Michal – Journal for Research in Mathematics Education, 2019
We compared students' learning gains in authentic seventh-grade classrooms (N = 144) in 4 different interventions that incorporated a computer game that aims to teach players to solve linear equations. Significantly higher learning gains were measured in the implementations that were specifically designed to mediate the attribution of algebraic…
Descriptors: Algebra, Mathematics Instruction, Educational Technology, Technology Uses in Education
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Tsikinas, Stavros; Xinogalos, Stelios – Journal of Computer Assisted Learning, 2019
This study examines the available literature on the effects of serious games on people with intellectual disabilities or autism spectrum disorder. The studies were categorized based on the limitations in skills that these people address. Fifty-four studies were selected, from different data sources. These studies address limitations in…
Descriptors: Autism, Pervasive Developmental Disorders, Intellectual Disability, Teaching Methods
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Muntrikaeo, Kuntida; Poonpon, Kornwipa – English Language Teaching, 2022
The purposes of this study were to investigate the effects of task-based instruction using online language games in a flipped learning environment (TGF) in developing the English oral communication ability of Thai secondary students and examine the students' opinions of the task-based instruction using online language games in a flipped learning…
Descriptors: Secondary School Students, Second Language Learning, Second Language Instruction, English (Second Language)
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Chang, Wei-Lun; Yeh, Yu-chu – Technology, Pedagogy and Education, 2021
This study proposed a game-based instruction approach by using bingo games and a mobile application to investigate its effects on motivation, knowledge sharing and critical thinking ability during the learning of information management. The participants were 86 undergraduate students who participated in an 18-week experimental instruction of…
Descriptors: Blended Learning, Game Based Learning, Teaching Methods, Computer Software
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Yong, Su-Ting; Karjanto, Natanael; Gates, Peter; Chan, Tak-Yee Andy; Khin, Than-Myint – International Journal of Mathematical Education in Science and Technology, 2021
This study explored the gaming principles that fitted well in the theory of learning in good computer games and attempted to incorporate those principles into mathematics education. A qualitative dominant mixed methods approach was employed, in which qualitative interviews [eight students, six teachers and eight parents] and quantitative surveys…
Descriptors: Teaching Methods, Mathematics Instruction, Feedback (Response), Learning Theories
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Ilten-Gee, Robyn; Hilliard, Lacey J. – Journal of Moral Education, 2021
This mixed-methods study is an exploration of fifth and sixth grade students' interactions with an online game called "Quandary," a comic-book-esque game aimed at stimulating ethical decision-making. Building on the domain-based moral education framework, researchers designed and implemented a short-term intervention in three classrooms…
Descriptors: Moral Values, Moral Development, Thinking Skills, Values Education
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Kirzner, Rachel Shapiro; Alter, Theodore; Hughes, Caleigh A. – Journal of Teaching in Social Work, 2021
Social work students are required to take research methods courses because research-informed practice and practice-informed research are essential to professional practice. However, these students are often reluctant to take a research course and can be difficult to engage in the classroom. We used a mixed methods survey-based design to evaluate…
Descriptors: Social Work, Counselor Training, Race, Ethnicity
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