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Exploring Teachers' Mastery and Use of Minecraft in the Classroom a Survey of the Minecraft Teachers
Hae Ryung Rinpoche Kim – ProQuest LLC, 2024
This study explored the dynamic interplay of social constructivism, game-based learning, and communities of practice in the context of teachers using Minecraft as an educational tool. This study used a teacher survey to collect insights from teachers who use Minecraft and are members of the Minecraft Teachers' Lounge. The research investigated how…
Descriptors: Video Games, Educational Games, Computer Uses in Education, Surveys
Mystakidis, Stylianos; Besharat, Jeries; Papantzikos, George; Christopoulos, Athanasios; Stylios, Chrysostomos; Agorgianitis, Spiros; Tselentis, Dimitrios – Education Sciences, 2022
Immersive virtual reality (VR) is a technology that can be effective for procedural skills training through game-based simulations such as serious games. The current study describes the instructional design, development, and evaluation of the FSCHOOL fire preparedness serious game in a cave automatic virtual environment (CAVE-VR) for elementary…
Descriptors: Curriculum Development, Curriculum Design, Curriculum Evaluation, Computer Simulation
Sofia Hodedatov; Orit Avidov-Ungar; Merav Hayak – Education and Information Technologies, 2024
The goal of the current study was to examine the perceptions of elementary school principals regarding the value of integrating digital games in teaching and learning and the steps they take to promote this initiative. The study was conducted using a qualitative-narrative methodology to analyze data retrieved through semi-structured in-depth…
Descriptors: Game Based Learning, Elementary School Students, Principals, Administrator Attitudes
Hébert, Cristyne; Jenson, Jennifer – Canadian Journal of Learning and Technology, 2020
In this paper, the findings of a research study, working with 12 educators in a large urban school board in Ontario using Minecraft for 21st century competency development, are presented. A number of pedagogical moves teachers made to support 21st century learning through communication and collaboration, both in the classroom and in the game…
Descriptors: Video Games, Game Based Learning, 21st Century Skills, Skill Development
Levy, Christopher – ProQuest LLC, 2019
The purpose of this qualitative case study research is to understand the professional development needed for elementary school (Grades K-6) educators to effectively teach computer science as part of the Computer Science for All initiative. Two research statements guided this study: Professional development training is needed for Florida elementary…
Descriptors: Faculty Development, Elementary School Teachers, Computer Science Education, Educational Technology
Williams-Pierce, Caro; Plaxco, David; Reimer, Paul N.; Simpson, Amber; Orrill, Chandra Hawley; Burke, James P.; Sinclair, Nathalie; Guyevskey, Victoria; Ellis, Amy B.; Dogan, Muhammed F. – North American Chapter of the International Group for the Psychology of Mathematics Education, 2019
Mathematical play has a fairly short history, with strong roots further back in time (e.g., Papert, Montessori), and understanding the role of mathematical play from early childhood to adulthood is, as yet. unmapped. This working group will build on the success of last year's working group and continue to provide a community space to explore and…
Descriptors: Mathematics Instruction, Play, Mathematics Activities, Age Differences
Attard, Lara; Busuttil, Leonard – Informatics in Education, 2020
Programming is one of the most important aspects of a Computing course. Teaching programming is a challenging task due to a number of factors, ranging from lack of student problem solving skills to different teaching methods. This paper focuses on Maltese Computing teachers' perspectives about the difficulties encountered when teaching programming…
Descriptors: Teacher Attitudes, Programming, Electronic Learning, Video Games
Haas, Leslie, Ed.; Tussey, Jill, Ed. – IGI Global, 2021
The idea of storytelling goes beyond the borders of language, culture, or traditional education, and has historically been a tie that bonds families, communities, and nations. Digital storytelling offers opportunities for authentic academic and non-academic literacy learning across a multitude of genres. It is easily accessible to most members of…
Descriptors: Story Telling, Elementary Secondary Education, Popular Culture, Video Games
Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2022
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. The "EdMedia + Innovate Learning" conference took place in New York,…
Descriptors: Educational Technology, Flipped Classroom, Online Courses, Student Projects
Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education