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Yagmur, Bahriye Eda – Journal of Inquiry Based Activities, 2020
This study examined a game-based teaching activity on "Factors and Multiples" designed for the 6th grade students. The game aims to create a differentiated and enriched learning environment targeted the curriculum standard "The students determine prime numbers using their properties. The students find prime numbers using the…
Descriptors: Game Based Learning, Mathematics Education, Mathematics Instruction, Mathematics Activities
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Bulut, Ayhan – Review of International Geographical Education Online, 2020
The aim of this study is to encourage the development of pre-school teachers by raising their awareness about zerowaste and recycling activities. The need for this research is linked to the lack of prominence about the concept of zerowaste in pre-school programs in Turkey, and also the limited inclusion of opportunities for pre-school students to…
Descriptors: Recycling, Environmental Education, Preschool Education, Preschool Teachers
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Çetin, Ekmel; Solmaz, Ebru – Malaysian Online Journal of Educational Technology, 2020
Gagne's theory posits that learning is achieved through interaction of various internal and external factors. If so, the use of supportive technology to provide these factors' interaction may increase expected performance, especially in theoretical courses, and place learning at a higher level. As supportive technology, gamification-based computer…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Preservice Teachers
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Ahmad, Adnan; Zeshan, Furkh; Khan, Muhammad Salman; Marriam, Rutab; Ali, Amjad; Samreen, Alia – ACM Transactions on Computing Education, 2020
Gamification is the use of game elements in domains other than games. Gamification use is often suggested for difficult activities because it enhances users' engagement and motivation level. Due to such benefits, the use of gamification is also proposed in education environments to improve students' performance, engagement, and satisfaction.…
Descriptors: Educational Games, Educational Objectives, Computer Science Education, Instruction
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Hofmeyr, Michael – Research-publishing.net, 2020
This paper describes the initial findings of an exploratory research project investigating the use of the cooperative digital puzzle game Keep Talking and Nobody Explodes as a means to facilitate Second Language Acquisition (SLA). A qualitative case study approach was taken to closely examine the linguistic interaction between three L2 learners of…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Teaching Methods
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Fallon, Lindsay M.; Marcotte, Amanda M.; Ferron, John M. – Journal of Positive Behavior Interventions, 2020
The impact of the Good Behavior Game (GBG) on students' classroom behavior has been studied for 50 years. What is less established is the impact of the GBG on students' academic progress. With emerging research in curriculum-based measurement for written expression (WE-CBM), it may be possible to observe changes in students' writing output while…
Descriptors: Educational Games, Student Behavior, Curriculum Based Assessment, Elementary School Students
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Meredith G.H. Burling; Lina Rahouma; Arla Good; Joleine C. Kasper; Samantha Kranyak; Kieran Ramnarine; Kosha Bramesfeld – International Journal for Students as Partners, 2020
In their review of the students-as-partners literature, Mercer-Mapstone et al. (2017) found that only 5-6% of published research articles on student-partnership models focused on multidisciplinary partnerships. This case study, authored by five undergraduate students and two academics, sought to examine the utility of using a multidisciplinary…
Descriptors: Partnerships in Education, Interdisciplinary Approach, Educational Innovation, Electronic Learning
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Nicholas Glover; Kerry J. Knox; Ben Kirman; Matthew Topham; Katylily Westbury-Hawkins; Penelope Holland – International Journal for Students as Partners, 2020
We describe the production of an educational game ("Catastrophic") for supporting biology learning in higher education (HE) that was developed through a partnership between students and academic staff. We consider the ways in which the development project intersects with the use of game-based learning in HE and with Students as Partners…
Descriptors: Educational Games, Biology, Science Instruction, Teacher Student Relationship
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Geraldo Tobon; Marie Tejero Hughes – Mathematics Teacher: Learning and Teaching PK-12, 2020
Families are a crucial element of children's overall learning (Castro et al. 2015), and their involvement can directly influence children's overall math achievement (Sheldon 2009). School events that foster math among families, such as family math nights, have the potential of improving student math performance (Lopez and Donovan 2009). Latino…
Descriptors: Mathematics Instruction, Hispanic American Students, Parent Participation, Outcomes of Education
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Ünal Gezer, Melike – International Online Journal of Education and Teaching, 2021
Determining later academic achievement, early literacy skills are all of the prerequisite knowledge, skills, and attitudes necessary for successful reading and writing during formal education. Early literacy skills consist of several sub-skills including phonology knowledge that determine primary-level reading. The present article is prepared for…
Descriptors: Singing, Educational Games, Second Language Learning, Second Language Instruction
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Punyasettro, Santhanat; Yasri, Pratchayapong – European Journal of Educational Research, 2021
Understanding phylogenetic trees representing evolutionary relationships of living organisms is essential in school biology. Traditional instructions based on lectures and textbooks with pictorial presentations have been proven ineffective to promote students' understanding of the concept. This study, therefore, developed a game-based learning…
Descriptors: Game Based Learning, Science Instruction, Teaching Methods, Biology
Gesel, Samantha A.; LeJeune, Lauren M.; Lemons, Christopher J. – Young Exceptional Children, 2021
Phonological awareness (PA) is defined as a child's ability to hear and manipulate parts of spoken language (National Early Literacy Panel [NELP], 2009; National Institute of Child Health and Human Development [NICHD], 2000). Ensuring that children develop PA increases the likelihood that they are successful with later reading instruction. Two…
Descriptors: Phonological Awareness, Down Syndrome, Preschool Children, Reading Skills
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Sariçam, Ugur; Yildirim, Mehtap – International Journal of Technology in Education and Science, 2021
This research is determined to investigate the effects of STEM activities practiced by using digital games in 6th-grade science classes on students' level of interest in STEM fields and their scientific creativity. As a digital game, Minecraft Education Edition was applied. As a data collecting tool for this survey, the STEM Career Interest Survey…
Descriptors: Instructional Effectiveness, STEM Education, Game Based Learning, Video Games
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Pratiwi, Damar Isti; Ubaedillah, Ubaedillah – Teaching English with Technology, 2021
The need to develop online classes in the COVID-19 pandemic era was undeniable. This study aimed to investigate students' learning achievement and their feedback in digital vocabulary class, which utilized Kahoot! and Socrative as drilling practice tools. It was quasi-experimental research on first-year students of the Railway Mechanical…
Descriptors: COVID-19, Pandemics, School Closing, Online Courses
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In'am, Akhsanul; Sutrisno, Eko Sabdo – International Journal of Instruction, 2021
Strengthening self-efficacy and motivation in learning mathematics gives impacts on the students' capability in the field of mathematics, and this may be conducted through a proper learning model, one of which is the cooperative learning model. The objective of this present research was to analyze students' self-efficacy reinforcement and their…
Descriptors: Self Efficacy, Student Motivation, Mathematics Instruction, Mathematics Skills
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