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Pareto, Lena – International Journal of Artificial Intelligence in Education, 2014
In this paper we will describe a learning environment designed to foster conceptual understanding and reasoning in mathematics among younger school children. The learning environment consists of 48 2-player game variants based on a graphical model of arithmetic where the mathematical content is intrinsically interwoven with the game idea. The…
Descriptors: Concept Formation, Mathematical Concepts, Mathematics Instruction, Educational Games
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Dejonckheere, Peter J. N.; Desoete, Annemie; Fonck, Nathalie; Roderiguez, Dave; Six, Leen; Vermeersch, Tine; Vermeulen, Lies – Electronic Journal of Research in Educational Psychology, 2014
Introduction: In the present study we used a metaphorical representation in order to stimulate the numerical competences of six-year-olds. It was expected that when properties of physical action are used for mathematical thinking or when abstract mathematical thinking is grounded in sensorimotor processes, learning gains should be more pronounced…
Descriptors: Mathematics Instruction, Number Concepts, Elementary School Mathematics, Numeracy
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Aljaraideh, Yousef Ahmed – Education, 2014
This study aimed to identify the barriers that prevent Jordanian teachers at primary schools in Jerash governorate from using computer games into the classroom. To achieve this goal, a descriptive analysis procedure was used in this study. The sample of study consisted of (240) English, Mathematics and social studies teachers. The questionnaire…
Descriptors: Teaching Methods, Educational Games, Public Schools, Questionnaires
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Hawes, David J.; Zadro, Lisa; Iannuzzelli, Rose; Godwin, Alexandra; MacNevin, Georgia; Dadds, Mark R.; Griffiths, Brendan; Richardson, Rick – International Journal of Developmental Science, 2013
The aim of this study was to examine associations between ostracism, internalising problems, and threat to primary needs (belonging, control, self-esteem, meaningful existence) in children (N= 165, M age = 9 years). Ostracism was simulated experimentally using the Cyberball paradigm--a computer-based ball-throwing game--and threats to primary…
Descriptors: Correlation, Rejection (Psychology), Behavior Problems, Self Control
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Marques, Leonardo Brandão; das Graças de Souza, Deisy – International Journal of Game-Based Learning, 2013
Recent research has evaluated the motivational functions of educational games and its potential role for the teaching of reading skills. Educational games must maintain their educational function retaining clear definitions of the teaching objectives and instructional methods. Reading skills can be broken down into more basic behavioral units.…
Descriptors: Foreign Countries, Developing Nations, Educational Games, Preferences
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Bressler, D. M.; Bodzin, A. M. – Journal of Computer Assisted Learning, 2013
Current studies have reported that secondary students are highly engaged while playing mobile augmented reality (AR) learning games. Some researchers have posited that players' engagement may indicate a flow experience, but no research results have confirmed this hypothesis with vision-based AR learning games. This study investigated factors…
Descriptors: Psychological Patterns, Affective Behavior, Learner Engagement, Secondary School Students
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Liu, Eric Zhi-Feng; Lee, Chun-Yi; Chen, Jen-Huang – Educational Technology & Society, 2013
With ever increasing exposure to computer games, gaining an understanding of the attitudes held by young adolescents toward such activities is crucial; however, few studies have provided scales with which to accomplish this. This study revisited the Computer Game Attitude Scale developed by Chappell and Taylor in 1997, reworking the overall…
Descriptors: Computer Games, Attitude Measures, Internet, Gender Differences
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Sheridan, Kimberly M.; Clark, Kevin; Williams, Asia – Urban Education, 2013
Collaboration (GDMC), an informal education program in 3D computer modeling and 2D interactive game design serving primarily African American youth aged 7 to 19 years in the Washington, D.C. metro area, transformed from a program designed and taught by adults to one designed and taught by youth. In Year 1, 8% of youth participants held a…
Descriptors: Urban Education, Informal Education, Youth Programs, African American Students
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Sweet, Shauna J.; Rupp, Andre A. – Journal of Educational Data Mining, 2012
The "evidence-centered design" (ECD) framework is a powerful tool that supports careful and critical thinking about the identification and accumulation of evidence in assessment contexts. In this paper, we demonstrate how the ECD framework provides critical support for designing simulation studies to investigate statistical methods…
Descriptors: Epistemology, Computer Games, Educational Games, Simulation
Bunch, James Charles – ProQuest LLC, 2012
The purpose of this study was twofold: 1) to compare the effectiveness of two teaching methods (i.e., lecture/discussion and digital game-based learning) on student achievement in agriculture and mathematics regarding a unit on swine diseases in animal science courses offered through secondary agricultural education programs in Oklahoma; 2) to…
Descriptors: Computer Games, Agricultural Education, Secondary School Students, Animal Husbandry
Clark, Colin Travis – ProQuest LLC, 2012
Young children must develop basic concepts of numeracy--one being that numbers have magnitudes that increase linearly--before they are able to succeed in mathematics. Children from low-income families have been found to be at a greater disadvantage in the development of numeracy, but this disadvantage can be overcome through the use of a simple…
Descriptors: Numeracy, Number Concepts, Young Children, Games
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Liang, Mei-Ya – Computer Assisted Language Learning, 2012
This article reports on an explorative case study which, in the first place, aimed to ascertain different types of foreign language play in online role-playing in "Second Life," and which, secondly aimed to describe how various sources of contextual support can explain this foreign language play. Students' written conversation was…
Descriptors: Learning Activities, Semantics, Vignettes, Computer Games
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Meyer, W. Max – Cultural Studies of Science Education, 2012
Analyses of the game "Spore" have centered on the important issues of accuracy of evolution content and engendering interest in science. This paper suggests that examination of the degree of scaffolding necessary to use the game in pedagogy is a missing part of the discussion, and then questions the longevity of the "Spore" discussion relative to…
Descriptors: Science Interests, Educational Environment, Science Instruction, Educational Technology
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Kovalik, Cindy L.; Kuo, Chia-Ling – Simulation & Gaming, 2012
This research project investigated student reaction to playing the DIFFUSION SIMULATION GAME (DSG) and how an instructor, who is a novice in playing online games, implemented the DSG in an online higher education course. The goal of this research project was to determine whether playing the DSG helps students learn and apply course content. In…
Descriptors: Computer Games, Educational Games, Computer Simulation, Innovation
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Brysch, Carmen P.; Huynh, Niem Tu; Scholz, Michael – Journal of Geography, 2012
Computer games, whether accessed online or through commercial software, have learning potential in educational settings. However, alignment with national, state, or local curriculum requirements can create a barrier. The purpose of this study was to conduct a content analysis of selected games that could be used in a sixth grade geography or…
Descriptors: Geography, National Standards, Computers, Content Analysis
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