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Nebel, Steve; Schneider, Sascha; Rey, Günter Daniel – Educational Technology & Society, 2016
Since the field of educational videogames or serious games is not limited to games that are specifically designed for educational purposes, videogames such as Minecraft have aroused the attention of teachers and researchers alike. To gain insights into the applicability of Minecraft, we reviewed the literature on use of the game in education and…
Descriptors: Video Games, Educational Games, Teaching Methods, Educational Research
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Aleven, Vincent; McLaren, Bruce M.; Sewall, Jonathan; van Velsen, Martin; Popescu, Octav; Demi, Sandra; Ringenberg, Michael; Koedinger, Kenneth R. – International Journal of Artificial Intelligence in Education, 2016
In 2009, we reported on a new Intelligent Tutoring Systems (ITS) technology, example-tracing tutors, that can be built without programming using the Cognitive Tutor Authoring Tools (CTAT). Creating example-tracing tutors was shown to be 4-8 times as cost-effective as estimates for ITS development from the literature. Since 2009, CTAT and its…
Descriptors: Intelligent Tutoring Systems, Artificial Intelligence, Programming, Educational Technology
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Lujan, Lujan; DiCarlo, Stephen E. – Advances in Physiology Education, 2016
Galen of Pergamon (130-200 A.D.) was an accomplished showman and scientist who made enormous advancements in the understanding of the heart, nervous system, and mechanics of breathing. These advancements were often achieved during impressive public "performances" of vivisection on Barbary apes and other living animals. These "shock…
Descriptors: Inquiry, Science Experiments, Human Body, Physiology
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Renshaw, Ian; Araújo, Duarte; Button, Chris; Chow, Jia Yi; Davids, Keith; Moy, Brendan – Physical Education and Sport Pedagogy, 2016
Background: There is some apparent confusion regarding similarities and differences between two popular physical education (PE) pedagogical frameworks, that is, the Constraints-Led Approach (CLA) and Teaching Games for Understanding (TGfU). Purpose: Our aim in this commentary is to detail important theoretical and pedagogical concepts that…
Descriptors: Physical Education, Educational Games, Models, Teaching Methods
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Reynolds, Rebecca – Educational Technology Research and Development, 2016
This paper offers a newly conceptualized modular framework for digital literacy that defines this concept as a task-driven "social constructivist digital literacy," comprising 6 practice domains grounded in Constructionism and social constructivism: Create, Manage, Publish, Socialize, Research, Surf. The framework articulates possible…
Descriptors: Computer Literacy, Constructivism (Learning), Instructional Design, Educational Games
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Chin, Doris B.; Blair, Kristen P.; Schwartz, Daniel L. – Technology, Knowledge and Learning, 2016
In partnership with both formal and informal learning institutions, researchers have been building a suite of online games, called choicelets, to serve as interactive assessments of learning skills, e.g. critical thinking or seeking feedback. Unlike more traditional assessments, which take a retrospective, knowledge-based view of learning,…
Descriptors: Educational Games, Computer Games, Selection, Problem Solving
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Offorma, Grace Chibiko – International Journal of Curriculum and Instruction, 2016
Culture is seen from different perspectives but the focus of this paper is on the totality of people's way of life; those things that bind the society together. In this paper, the key concepts of curriculum, culture, and curriculum planning are explained. The components of culture, namely, universals of culture, specialties of culture and…
Descriptors: Curriculum Development, Teaching Methods, Role Playing, Drama
Aleven, Vincent; McLaren, Bruce M.; Sewall, Jonathan; van Velsen, Martin; Popescu, Octav; Demi, Sandra; Ringenberg, Michael; Koedinger, Kenneth R. – Grantee Submission, 2016
In 2009, we reported on a new Intelligent Tutoring Systems (ITS) technology, example-tracing tutors, that can be built without programming using the Cognitive Tutor Authoring Tools (CTAT). Creating example-tracing tutors was shown to be 4-8 times as cost-effective as estimates for ITS development from the literature. Since 2009, CTAT and its…
Descriptors: Intelligent Tutoring Systems, Programming, Artificial Intelligence, Visual Aids
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Girardelli, Davide – Communication Teacher, 2017
Courses: Any introductory undergraduate public-speaking course, in particular in ESL/EFL contexts. Objectives: This single-class activity is intended to (1) build students' ability to communicate orally "off the cuff;" (2) foster students' understanding of the major organizational formats used in organizing speeches; and (3) increase…
Descriptors: English (Second Language), Second Language Instruction, Educational Games, Teaching Methods
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Loehr, Abbey M.; Rittle-Johnson, Bethany – Journal of Cognition and Development, 2017
Research has demonstrated that providing labels helps children notice key features of examples. Much less is known about how different labels impact children's ability to make inferences about the structure underlying mathematical notation. We tested the impact of labeling decimals such as 0.34 using formal place-value labels ("3 tenths and 4…
Descriptors: Number Concepts, Arithmetic, Problem Solving, Elementary School Students
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Toste, Jessica R.; Williams, Kelly J.; Capin, Philip – Intervention in School and Clinic, 2017
Poorly developed word recognition skills are the most pervasive and debilitating source of reading challenges for students with learning disabilities (LD). With a notable decrease in word reading instruction in the upper elementary grades, struggling readers receive fewer instructional opportunities to develop proficient word reading skills, yet…
Descriptors: Reading Fluency, Word Study Skills, Syllables, Teaching Methods
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Veltsos, Jennifer R. – Business and Professional Communication Quarterly, 2017
Interest in gamification in higher education has been growing steadily in the past decade. Using games and game elements has been shown to increase student engagement, motivation, and autonomy. This article draws parallels between game elements, instructional design, and the teaching of business and professional communication. It suggests ways…
Descriptors: Business Communication, Instructional Design, Teaching Methods, Educational Games
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Stohlmann, Micah – Australian Mathematics Teacher, 2017
Desmos Battleship is an engaging activity in which students can improve their visualisation skills, and deepen their understanding of linear functions and circles by making connections between algebraic and graphical representations. The Desmos Battleship activity was used in a Saturday STEM (Science, Technology, Engineering, and Mathematics)…
Descriptors: Mathematical Concepts, Technology Uses in Education, Courseware, Educational Games
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Nigaglioni, Irene – Childhood Education, 2017
Although mobile applications and games often seem isolating and somewhat stationary, last year's augmented reality (AR) gaming craze Pokémon Go demonstrated how technology has the potential to promote socialization, collaboration, and physical activity while still engaging users. Pokémon Go's use of AR technology, which superimposes…
Descriptors: Educational Environment, Computer Games, Technology Uses in Education, Educational Games
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Trgalová, Jana; Rousson, Laetitia – ZDM: The International Journal on Mathematics Education, 2017
The rapid growth of the offer of available educational resources raises the issue of their appropriation by teachers. Although the term appropriation is widely used in mathematics education research, there is no clear conceptualization allowing researchers to understand the processes involved. In this paper, we attempt to fill this gap by…
Descriptors: Mathematics Instruction, Educational Games, Kindergarten, Teaching Methods
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