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Van Herwegen, Jo; Costa, Hiwet Mariam; Passolunghi, Maria Chiara – School Psychology Quarterly, 2017
Previous studies in both typically and atypically developing children have shown that approximate number system (ANS) abilities predict formal mathematical knowledge later on in life. The current study investigated whether playing specially designed training games that targets the ANS system using nonsymbolic stimuli only would improve preschool…
Descriptors: Preschool Children, Educational Games, Control Groups, Experimental Groups
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Cavanaugh, Dena M.; Clemence, Kimberly J.; Teale, Mikaila M.; Rule, Audrey C.; Montgomery, Sarah E. – Early Childhood Education Journal, 2017
This study explored the effects of literacy-rich sociodramatic guided play on kindergarten student literacy performance and behavior. Kindergarten students of varying socioeconomic status attending two elementary schools in the same school district participated in this repeated measures, counterbalanced design study. Students received the mandated…
Descriptors: Elementary School Students, Emergent Literacy, Reading Tests, Reading Fluency
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Sitra, Ourania; Katsigiannakis, Vangelis; Karagiannidis, Charalampos; Mavropoulou, Sofia – Education and Information Technologies, 2017
This paper addresses the perceived benefits from gamification in the context of special education. It presents the findings of a study evaluating the effects of a specific gamification element (badges) on the engagement of five students with special learning needs, through online courses developed on the Moodle Learning Management System (LMS).…
Descriptors: Learner Engagement, Special Needs Students, Case Studies, Management Systems
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Angeli, Charoula M.; Jaipal-Jamani, Kamini – AERA Online Paper Repository, 2017
In an era where computational thinking is regarded as a basic skill for the 21st century that needs to be taught across the K-12 curriculum, research shows that teacher education programs do not adequately prepare preservice teachers to promote computational thinking skills in classroom teaching. Accordingly, the present study contributes to the…
Descriptors: Scaffolding (Teaching Technique), Programming, Robotics, Preservice Teachers
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Gee, Elisabeth R.; Aguilera, Earl; Kachorsky, Dani; Parekh, Priyanka; Tran, Kelly; Stewart, Carolee – AERA Online Paper Repository, 2017
This paper reports on the design and outcomes of a story-enhanced game intended to improve middle school age girls' understanding of data representation and their engagement in learning. Findings indicate the effectiveness of the game but raise further questions about the role of story in games to teach computer science concepts.
Descriptors: Story Telling, Educational Games, Game Based Learning, Design
Bawa, Papia – ProQuest LLC, 2017
The study investigated the use of Massively Multiplayer Online Games (MMOG) in English and Business classrooms in Higher Education from the context of learners' performance outcomes, as well as stakeholders' (learners, administrators, and faculty) perceptions pertaining to their experiences when using an MMOG based curriculum. The findings…
Descriptors: Computer Games, Simulated Environment, Educational Technology, Technology Uses in Education
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Liu, Zhongxiu; Cody, Christa; Barnes, Tiffany; Lynch, Collin; Rutherford, Teomara – International Educational Data Mining Society, 2017
Replayability has long been touted as a benefit of educational games. However, little research has measured its impact on learning, or investigated when students choose to replay prior content. In this study, we analyzed data on a sample of 4,827 3rd-5th graders from ST Math, a game-based educational platform integrated into classroom instruction…
Descriptors: Educational Games, Play, Educational Benefits, Elementary School Students
Amy Shannon Cook; Steven P. Dow; Jessica Hammer – Grantee Submission, 2017
Classroom role-play is an interactive learning technique with a long history of success, but current attempts to augment it with technology limit the very interactions that make this technique successful. For example, digital roleplay games often engage individual students at a computer, rather than creating rich social interactions among…
Descriptors: Technology Uses in Education, Educational Games, Role Playing, Educational Technology
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Yaccob, Nur Syafiqah; Yunus, Melor Md – Arab World English Journal, 2019
Traditional teaching and learning process referring to chalk-and-talk has become outdated in lessons. Teachers and learners are exposed to various task-based process to encourage a better participation among learners throughout the lesson. One of the most common and preferred teaching strategies is the use of language games to aid the teaching of…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Instructional Effectiveness
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Melnychenko, Anatolii; Akimova, Olena – Advanced Education, 2019
The paper focuses on the comparative analysis of professional competences development in public management and administration university programmes and the possibilities of implementation of international experience in Ukraine. Using the methods of comparative and system-functional analysis, synthesis and generalisation, the authors concentrate on…
Descriptors: Management Development, Public Administration, Problem Based Learning, Case Studies
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Warren, Scott; Najmi, Anjum; Beck, Dennis – Journal of Interactive Learning Research, 2019
There is evidence that video games can promote an inquiry-based and dynamic form of lifelong learning. For example, video games have been shown to support problem-solving processes, developing critical thinking skills, and foster the communication skills necessary for civic engagement. This study examined how scholarship is informed through…
Descriptors: Video Games, 21st Century Skills, Computer Literacy, Teaching Experience
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Thongmak, Mathupayas – Education for Information, 2019
Higher education enrollment has declined recently. New recruiting strategies and student-centered learning environments with challenge, enthusiasm, and joy are required to boost enrollment and engagement. Thus, the student-centered teaching approach, which one of the approaches under implementation and observation, are increasingly needed.…
Descriptors: Student Centered Learning, Educational Games, Educational Technology, Technology Uses in Education
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Magen-Nagar, Noga; Shachar, Hanna; Argaman, Osnat – Journal of Information Technology Education: Innovations in Practice, 2019
Aim/Purpose: The current study examines the impact of an intervention program to train teachers to collaborate with their students while creating digital games. Background: Teachers seem unable to leverage the potential of ICT to present students with a rich learning environment. ICT integration is usually at a relatively simple and concrete level…
Descriptors: Intervention, Training, Cooperation, Teacher Student Relationship
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Murray, B. Lee – Health Education Journal, 2019
Background: While statistics related to the sexual abuse of people with developmental disabilities are alarming, there remains a gap in the services and supports available to promote sexual health and healthy relationships and prevent sexual abuse of this population. Objective: To develop and deliver a sexual health education programme for…
Descriptors: Sex Education, Health Education, Adolescents, Developmental Disabilities
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Linantud, John; Kaftan, Joanna – Journal of Political Science Education, 2019
This article uses a multimethod research design to compare Statecraft to non-Statecraft assignments and courses along three dimensions: student engagement, political attitudes, and academic honesty. The results indicate that Statecraft increased student engagement and academic honesty. In terms of political attitudes, students generally remained…
Descriptors: Political Science, Teaching Methods, Comparative Analysis, International Relations
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