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Walker, Zachary; McMahon, Don D.; Rosenblatt, Kara; Arner, Tracy – SAGE Open, 2017
The success of Pokémon Go is demonstrating that augmented reality (AR) is reaching the masses quickly and can be a robust tool to enhance student engagement and learning. Leveraging AR for instructional purposes has the potential to become a powerful medium for Universal Design for Learning (UDL) by providing new tools for multiple means of…
Descriptors: Physical Environment, Simulated Environment, Computer Simulation, Learner Engagement
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Jauregi, Kristi; Melchor-Couto, Sabela – Research-publishing.net, 2017
The Erasmus+ TeCoLa project (2016-2019) aims to develop and test innovative gamified telecollaboration approaches for secondary schools that address issues of learning diversity in intercultural and Content Integrated Language Learning (CLIL) and teaching. Authentic task-based transnational interactions among peers from different socio-cultural,…
Descriptors: Educational Games, Second Language Learning, Telecommunications, Multicultural Education
Smithsonian Center for Learning and Digital Access (Smithsonian Learning Lab), 2017
Launched in June 2016, the Smithsonian Learning Lab (SLL) provides access to the digital resources from across the Smithsonian's 19 museums, 9 major research centers, and the National Zoo, to be used as real-world learning experiences. It is designed to aid students in building lasting knowledge and critical skills that take learners from simply…
Descriptors: Electronic Learning, Student Needs, Learning Laboratories, Experiential Learning
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Starling, Courtney; Whitacre, Ian – Mathematics Teaching in the Middle School, 2016
Mathematics is a language that is characterized by words and symbols that have precise definitions. Many opportunities exist for miscommunication in mathematics if the words and symbols are interpreted incorrectly or used in imprecise ways. In fact, it is found that imprecision is a common source of mathematical disagreements and misunderstandings…
Descriptors: Mathematics Education, Equations (Mathematics), Class Activities, Demonstrations (Educational)
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Hung, Aaron Chia Yuan – E-Learning and Digital Media, 2016
The paper uses actor-network theory (ANT) to analyze the sociotechnical networks of three groups of adolescents who played online games in different physical and social contexts. These include: an internet café, which allowed the players to be co-present; a personal laptop, which gave the player more control over how he played; and at home through…
Descriptors: Networks, Adolescents, Social Theories, Video Games
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Turcotte, Nathaniel; Betrus, Anthony – TechTrends: Linking Research and Practice to Improve Learning, 2016
"Teaching Bad Apples" is a game developed in 2014 for current and future teachers. It plays much like "Apples to Apples" or "Cards Against Humanity," with each player in turn reading a situation card, followed by the other players choosing their response cards. Each situation, however dramatic or bizarre, is…
Descriptors: Instruction, Teaching Methods, Educational Games, Games
Spandler, Carl – Journal of Geoscience Education, 2016
Mineralogy is an essential component of Earth Science education, yet many students struggle to obtain adequate comprehension and knowledge of mineralogy during tertiary (postsecondary) degree programs. The use of educational games can be an effective strategy for science teaching as games provide an active learning environment that enhances…
Descriptors: Mineralogy, Science Instruction, Educational Games, Earth Science
Martinez, Cristobal M.; Ingram-Goble, Adam; Twist, Kade L.; Chacon, Raven – Educational Technology, 2016
This article reviews the design and implementation of a game as an instrument for dialogue, both as a social tool and a shared interface for music performance. Beyond describing the design of "Game Remains," the article shares the details of an impact story of how an installation in Guelph's Musagetes Boarding House Arts in Canada has…
Descriptors: Play, Educational Games, Computer Games, Educational Technology
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Di Mascio, Tania; Gennari, Rosella; Melonio, Alessandra; Tarantino, Laura – International Journal of Distance Education Technologies, 2016
Though temporal reasoning is a key factor for text comprehension, existing proposals for visualizing temporal information and temporal connectives proves to be inadequate for children, not only for their levels of abstraction and detail, but also because they rely on pre-existing mental models of time and temporal connectives, while in the case of…
Descriptors: Time Perspective, Visual Aids, Reading Comprehension, Reading Instruction
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Osipov, Ilya V.; Volinsky, Alex A.; Nikulchev, Evgeny; Prasikova, Anna Y. – International Journal of Web-Based Learning and Teaching Technologies, 2016
The paper describes development of the educational online web communication platform for teaching and learning foreign languages. The main objective was to develop a web application for teaching foreigners to understand casual fluent speech. The system is based on the time bank principle, allowing users to teach others their native language along…
Descriptors: Second Language Instruction, Educational Games, Web Based Instruction, Online Courses
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Snow, Erica L.; Likens, Aaron D.; Allen, Laura K.; McNamara, Danielle S. – International Journal of Artificial Intelligence in Education, 2016
Game-based environments frequently afford students the opportunity to exert agency over their learning paths by making various choices within the environment. The combination of log data from these systems and dynamic methodologies may serve as a stealth means to assess how students behave (i.e., deterministic or random) within these learning…
Descriptors: Student Behavior, Pretests Posttests, High School Students, Teaching Methods
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Bosschaart, Adwin; van der Schee, Joop; Kuiper, Wilmad – Journal of Environmental Education, 2016
This study focused on designing a flood-risk education program to enhance 15-year-old students' flood-risk perception. In the flood-risk education program, learning processes were modeled in such a way that the arousal of moderate levels of fear should prompt experiential and analytical information processing. In this way, understanding of flood…
Descriptors: Natural Disasters, Emergency Programs, Foreign Countries, Adolescents
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Buckley, Patrick; Doyle, Elaine – Interactive Learning Environments, 2016
The literature suggests that gamified learning interventions may increase student engagement and enhance learning. We empirically investigate this by exploring the impact of intrinsic and extrinsic motivation on the participation and performance of over 100 undergraduate students in an online gamified learning intervention. The paper makes a…
Descriptors: Educational Games, Intervention, Learner Engagement, Pretests Posttests
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Nelson, Nancy J.; Fien, Hank; Doabler, Christian T.; Clarke, Ben – TEACHING Exceptional Children, 2016
One can barely keep up with the pace at which new educational games and apps are being introduced and digested in the market. With so many choices available, how do schools and teachers decide what to use? How do they have confidence their choices will result in desired outcomes? Education technology offers a number of potential benefits that can…
Descriptors: Educational Technology, Educational Games, Computer Oriented Programs, Technology Uses in Education
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Chapman-Novakofski, Karen; Muzaffar, Henna; Castelli, Darla; Scherer, Jane – International Journal of Web-Based Learning and Teaching Technologies, 2016
Health information on the Internet is popular for both adults and adolescents. Providing this information in an enjoyable manner during school may provide an alternative to teacher-led education. However, there are advantages and disadvantages of "edutainment". The objective of this study was to explore these advantages and disadvantages…
Descriptors: Web Sites, Educational Games, Middle School Students, Student Attitudes
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