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Denvir, Catrina, Ed. – Cambridge University Press, 2020
Over the last decade, cost pressures, technology, automation, globalisation, de-regulation, and changing client relationships have transformed the practice of law, but legal education has been slow to respond. Deciding what learning objectives a law degree ought to prioritise, and how to best strike the balance between vocational and academic…
Descriptors: Legal Education (Professions), Educational Development, Job Skills, Skill Development
Morrison, Jennifer R.; Risman, Kelsey L.; Reilly, Joseph; Eisinger, Jane M. – Center for Research and Reform in Education, 2020
The purpose of the present study was to gather data regarding the implementation of Prodigy in elementary schools in a mid-sized school district in the southern United States. Prodigy is a free, adaptive mathematics game provided by Prodigy Education. The program integrates curriculum-aligned mathematics content (Grades 1-8) in a game-based…
Descriptors: Mathematics Education, Mathematics Instruction, Supplementary Education, Remedial Mathematics
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Harvey, Stephen; Cope, Edward; Jones, Ruan – Journal of Physical Education, Recreation & Dance, 2016
The purpose of this article is to share three questioning methods that can be employed as part of a game-centered approach (GCA). These methods are (1) the debate of ideas, (2) the GROW model and (3) the reflective toss. Through these three methods it is hoped that teachers and coaches at the upper-elementary and middle and high school levels will…
Descriptors: Questioning Techniques, Educational Games, Teaching Methods, Elementary Secondary Education
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Kim, Yoon Jeon; Almond, Russell G.; Shute, Valerie J. – International Journal of Testing, 2016
Game-based assessment (GBA) is a specific use of educational games that employs game activities to elicit evidence for educationally valuable skills and knowledge. While this approach can provide individualized and diagnostic information about students, the design and development of assessment mechanics for a GBA is a nontrivial task. In this…
Descriptors: Design, Evidence Based Practice, Test Construction, Physics
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Hanson-Smith, Elizabeth – TESOL Journal, 2016
Unsupported claims have been made for the use of games in education and the gamification (game-like aspects, such as scores and point goals) of various learning elements. This brief article examines what may be the motivational basis of gaming and how it can affect students' behavior and ultimate success.
Descriptors: Educational Games, Teaching Methods, Student Behavior, Second Language Learning
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Holdener, J.; Milnikel, R. – PRIMUS, 2016
In this article we present three group activities designed for math students: a balloon-twisting workshop, a group proof of the irrationality of p, and a game of Math Bingo. These activities have been particularly successful in building enthusiasm for mathematics and camaraderie among math faculty and students at Kenyon College.
Descriptors: Group Activities, Mathematics Activities, Mathematical Logic, Educational Games
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Keating, Paul – International Journal of Game-Based Learning, 2016
Building on the use of the internet and social media as sites for activism, this paper highlights the emergence of political activism and collective protest in the online gaming environment. Referencing social movement theory and the rapidly evolving capacity of multiplayer online games to facilitate the development of strong group identities and…
Descriptors: Educational Games, Computer Games, Social Change, Activism
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Dogan, Hamide – European Journal of Science and Mathematics Education, 2016
Many studies mentioned the deductive nature of Mathematical Induction (MI) proofs but almost all fell short in explaining its potential role in the formation of the misconceptions reported in the literature. This paper is the first of its kind looking at the misconceptions from the perspective of the abstract of the deductive logic from one's…
Descriptors: Logical Thinking, Mathematics Instruction, Role, Misconceptions
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Wiggins, Bradley E. – International Journal of Game-Based Learning, 2016
This article examines the use of both game-based learning (GBL) and gamification in tertiary education. This study focuses specifically on the use of games and/or simulations as well as familiarity with gamification strategies by communication faculty. Research questions concentrate on the rate, frequency, and usage of digital and non-digital…
Descriptors: Computer Games, Simulated Environment, Video Games, Educational Games
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Grey, Simon – New Directions in the Teaching of Physical Sciences, 2016
This paper explores the role of games in learning. Beginning with some carefully selected definitions of games, comparisons are drawn between the fields of games design and of learning and teaching, highlighting a parallel between games as designed experiences, and teaching as designed learning experiences. Games are seen as being highly engaging,…
Descriptors: Educational Games, Learner Engagement, Design, Learning Experience
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Cutumisu, Maria; Schwartz, Daniel L. – International Educational Data Mining Society, 2016
Studies examining feedback in educational settings have largely focused on feedback that is received, rather than chosen, by students. This study investigates whether adult participants learn more from choosing rather than receiving feedback from virtual characters in a digital poster design task. We employed a yoked study design and two versions…
Descriptors: Feedback (Response), Educational Games, Computer Assisted Testing, Selection
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Yürük, Nurcihan – Journal of Educational Technology and Online Learning, 2019
Games or gamified activities blended with traditional ways of teaching can be implemented as a useful strategy in foreign language classrooms. Gamification as a novel pedagogical approach offers opportunities in accordance with game elements and techniques that can be applied in nongame context like classroom. This study is about an online free…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Student Attitudes
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Bal, Mazhar – Contemporary Educational Technology, 2019
The aim of the study is to determine the contribution of gamification to writing skills of middle school students. For this study, a lesson plan has been developed to relate Writing and Authorship Skills lesson to the gamification for middle school students. From this lesson plan, it was tried to determine the effectiveness of the teaching…
Descriptors: Foreign Countries, Computer Games, Educational Games, Writing Instruction
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Zippert, Erica L.; Daubert, Emily N.; Scalise, Nicole R.; Noreen, Gabriella D.; Ramani, Geetha B. – Developmental Psychology, 2019
The prevalence of tablet computer use among young children has risen dramatically, as have educational apps claiming to promote school readiness skills such as mathematical knowledge. Parents can contribute to their preschoolers' math readiness through the math talk they provide during everyday interactions in traditional nonelectronic activities.…
Descriptors: Parents, Play, Handheld Devices, Telecommunications
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Cui, Yang; Chu, Man-Wai; Chen, Fu – Journal of Educational Data Mining, 2019
Digital game-based assessments generate student process data that is much more difficult to analyze than traditional assessments. The formative nature of game-based assessments permits students, through applying and practicing the targeted knowledge and skills during gameplay, to gain experiences, receive immediate feedback, and as a result,…
Descriptors: Educational Games, Student Evaluation, Data Analysis, Bayesian Statistics
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