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Amy Cook; Jessica Hammer; Salma Elsayed-Ali; Steven Dow – Grantee Submission, 2019
Peer feedback is essential for learning in project-based disciplines. However, students often need guidance when acting as either a feedback provider or a feedback receiver, both to gain from peer feedback and to criticize their peers' work. This paper explores how to more effectively scaffold this exchange such that peers more deeply engage in…
Descriptors: Peer Evaluation, Feedback (Response), Educational Games, Guidance
Ma. Mercedes T. Rodrigo; Jaclyn Ocumpaugh; Walfrido David Diy; Monica Moreno; Marco De Santos; Nigel Cargo; Jose Lacson; Daniel Santos; Danna Aduna; Jose Isidro Beraquit; Rex Bringula; Marie Rianne M. Caparros; Anne Tan Choi; Steve Ladan; Jaclyn Lim; Dominique Marie Antoinette Manahan; Jhoanna Michelle G. Paterno; Kristine Saturinas; Emily Tabanao; Christine Tablatin; Jo Torres; Kaska Porayska-Pomsta; Ibukun Olatunji; Rose Luckin – Computer-Based Learning in Context, 2019
Filipino learners' lack of English language proficiency is a major barrier to higher education opportunities and participation in high-value industries. Computer-based learning systems have the potential to increase educational quality, equity, and efficacy in the Global South. However, a key challenge is to design systems that are developmentally…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Computer Games
Noticing and Understanding Children's Everyday Mathematics during Play in Early Childhood Classrooms
Papandreou, Maria; Tsiouli, Maria – International Journal of Early Years Education, 2022
Children's everyday mathematics has been well evidenced by a growing body of research and is widely acknowledged as fundamental to meaningful learning in early childhood education. However, literature supports that drawing upon children's mathematical resources for further learning requires that the range of these resources is valued and noticed…
Descriptors: Play, Learning Processes, Early Childhood Education, Learning Activities
Schimanke, Florian; Mertens, Robert; Vornberger, Oliver – International Journal on E-Learning, 2017
Learning games are an ideal vessel for many kinds of learning content. Playful interaction with the subject matter makes the human mind more receptive and thus learning itself more effective. Well designed games also come with an addictive game-play that makes users want to play the game over and over. This is intended in fun games but it can be…
Descriptors: Educational Games, Design, Student Motivation, Repetition
Huang, Ling-Yi; Yeh, Yu-Chu – International Journal of Game-Based Learning, 2017
Training in critical thinking is essential for the professional development of journalism students. To achieve this goal, this study developed a gamified platform and a blended learning curriculum. During an 18-week experimental instruction period, a series of instructional activities, which included online discussions as well as classroom…
Descriptors: Educational Games, Journalism Education, Critical Thinking, Thinking Skills
Brandt, Brian; Stowe, James – Journal of Extension, 2017
Most 4-H judging events involve livestock or other traditional 4-H projects. Consequently, many urban and suburban youths miss out on building life skills developed through judging. In a nontraditional approach to 4-H judging, such youths play board, dice, and card games and then judge the games using the practice of giving oral reasons. The…
Descriptors: Youth Programs, Youth Opportunities, Skill Development, Urban Youth
Wanko, Jeffrey J. – Mathematics Teacher, 2017
Working with language-independent logic structures can help students develop both inductive and deductive reasoning skills. The Japanese publisher Nikoli (with resources available both in print and online) produces a treasure trove of language-independent logic puzzles. The Nikoli print resources are mostly in Japanese, creating the extra…
Descriptors: Mathematics Instruction, Teaching Methods, Puzzles, Logical Thinking
Goltz, Sonia M. – Management Teaching Review, 2017
Simulations have been developed for many business courses because of enhanced student engagement and learning. A challenge for instructors using simulations is how to take this learning to the next level since student reflection and learning can vary. This article describes how to use a conceptual mapping game at the beginning and end of a…
Descriptors: Simulation, Business Administration Education, Concept Mapping, Scaffolding (Teaching Technique)
Blitz-Raith, Alexandra H.; Liu, Jianxin – International Journal of Instruction, 2017
Interactivity is an important indicator of an educational app's reception. Since most educational apps are multimodal, it justifies a methodological initiative to understand meaningful involvement of multimodality in enacting and even amplifying interactivity in an educational app. Yet research so far has largely concentrated on algorithm…
Descriptors: Interaction, Computer Oriented Programs, Educational Technology, Educational Games
De Troyer, Olga; Van Broeckhoven, Frederik; Vlieghe, Joachim – Journal of Computing in Higher Education, 2017
Narrative-based serious games present pedagogical content and interventions through an interactive narrative. To ensure effective learning in such kind of serious games, designers are not only faced with the challenge of creating a compelling narrative, but also with the additional challenge of incorporating suitable pedagogical strategies.…
Descriptors: Educational Games, Teaching Methods, Interaction, Design
Floress, Margaret T.; Rock, Angela L.; Hailemariam, Assegedech – Psychology in the Schools, 2017
A single-case experimental design was used to evaluate the effects of the Caterpillar Game, a classroom management system, on disruptive behavior in a general education first grade classroom. A multiple baseline design across settings was used to evaluate changes in student disruptive behavior and teacher praise. When the Caterpillar Game was…
Descriptors: Classroom Techniques, Educational Games, Behavior Problems, Teacher Attitudes
An, Yun-Jo; Cao, Li – TechTrends: Linking Research and Practice to Improve Learning, 2017
Researchers have investigated how gameplay and other related activities influence teachers' attitudes toward and perceptions of games or game-based learning. Taking one step further, this study was conducted to investigate how game design experience influences teachers' attitudes toward and perceptions of the use of digital games in the classroom…
Descriptors: Design, Teacher Attitudes, Educational Games, Statistical Analysis
Berson, Ilene R.; Berson, Michael J.; Snow, Bert – Social Education, 2017
Game-based learning not only contributes to a learning environment that is interesting and engaging for students but also fosters collaboration while meeting educational goals. Recognizing the potential of digital games to promote primary-source use for discovery and problem-solving, the Library of Congress established funding to advance the…
Descriptors: Primary Sources, Computer Software, Computer Assisted Instruction, Educational Games
Baron, Tyler – ProQuest LLC, 2017
Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design paradigm causes multiple issues. For one, the games themselves are often not engaging as game design principles were put aside in favor of increasing the…
Descriptors: Educational Games, Course Content, Engineering, Models
Bailey, Sean D. – ProQuest LLC, 2017
An ever-growing trend in education is the integration of mobile devices in the school setting, especially considering the abundance of research available on BYOD (Bring Your Own Device). Not surprisingly, a common concern found is the lack of student interest in educational applications. This capstone reports a summary of the research, design, and…
Descriptors: Educational Games, Handheld Devices, Technology Integration, Computer Oriented Programs

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