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Korkmaz, Özgen – Online Submission, 2016
The aim of the study was to present the effect of Lego Mindstorms Ev3 based design activities on students' attitudes towards learning computer programming, self-efficacy beliefs and levels of academic achievement. The research is a pretest-posttest with control group semi-experimental study. The study group of the research consisted of 53 students…
Descriptors: Programming, Design, Student Attitudes, Computer Science Education
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Kurubacak, Gulsun, Ed.; Altinpulluk, Hakan, Ed. – IGI Global, 2017
Novel trends and innovations have enhanced contemporary educational environments. When applied properly, these computing advances can create enriched learning opportunities for students. "Mobile Technologies and Augmented Reality in Open Education" is a pivotal reference source for the latest academic research on the integration of…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
Barrett, Kelly – Mathematics Teaching, 2012
Games are for playing, more often than not playing a game is a social experience, it is fun, and we all enjoy playing games. Play and playing are ways in which we learn, so how often are games part of the normal activity of the mathematics classroom? The answer, in most cases, has to be--not often. Is it that games just don't seem to fulfil the…
Descriptors: Educational Games, Mathematics Instruction, Teaching Methods, Student Attitudes
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Chee, Florence M.; Taylor, Nicholas T.; de Castell, Suzanne – Bulletin of Science, Technology & Society, 2012
This article is a theoretical and empirical exploration of the meaning that accompanies contractual agreements, such as the End-User License Agreements (EULAs) that participants of online communities are required to sign as a condition of participation. As our study indicates, clicking "I agree" on the often lengthy conditions presented during the…
Descriptors: Ethics, Computer Games, Research, Contracts
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Lam, Yau Wai; Hew, Khe Foon; Chiu, Kin Fung – Language Learning & Technology, 2018
This study investigated the effectiveness of a blended learning approach--involving the thesis, analysis, and synthesis key (TASK) procedural strategy; online Edmodo discussions; online message labels; and writing models--on student argumentative writing in a Hong Kong secondary school. It also examined whether the application of digital game…
Descriptors: Foreign Countries, Writing Improvement, Persuasive Discourse, Blended Learning
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Hilliard, Lacey J.; Buckingham, Mary H.; Geldhof, G. John; Gansert, Patricia; Stack, Caroline; Gelgoot, Erin S.; Bers, Marina U.; Lerner, Richard M. – Applied Developmental Science, 2018
Video games have the potential to be contexts for moral learning. We investigated whether "Quandary," a video game designed to promote ethical thinking and moral considerations for decision-making, would help promote positive skills such as perspective taking and empathy in adolescents. We examined the effect of playing…
Descriptors: Perspective Taking, Decision Making, Educational Games, Video Games
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Hopman, Juliette A. B.; van Lier, Pol A. C.; van der Ende, Jan; Struiksma, Chris; Wubbels, Theo; Verhulst, Frank C.; Maras, Athanasios; Breeman, Linda D.; Tick, Nouchka T. – Teachers and Teaching: Theory and Practice, 2018
This study tested effects of a program that offers teachers universal classroom management strategies, on teachers' burnout symptoms and self-efficacy, and their teaching behaviors. Data were collected from 147 teachers (mean age = 38.4 years, SD = 10.8) in 15 special secondary education schools for students with emotional and behavioral problems,…
Descriptors: Teacher Education, Educational Games, Classroom Techniques, Special Education Teachers
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Strawhacker, Amanda; Sullivan, Amanda; Verish, Clarissa; Bers, Marina Umaschi; Shaer, Orit – Journal of Information Technology Education: Innovations in Practice, 2018
Aim/Purpose: Bioengineering is a burgeoning interdisciplinary learning domain that could inspire the imaginations of elementary aged children but is not traditionally taught to this age group for reasons unrelated to student ability. This pilot study presents the BacToMars videogame and accompanying curricular intervention, designed to introduce…
Descriptors: Elementary School Students, Science Interests, Biology, Engineering
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Yang, Qiaoyan; Dixon, Virginia L. – International Research and Review, 2015
Games are an activity with rules, goals, and create fun (Hadfield, 2007). Games can stimulate learning and motivation, and students get very absorbed in games, some of which are suitable for college students in studying English as their second language. Appropriate use of games in college English teaching could help students eliminate the…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Foreign Countries
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Plass, Jan L.; Homer, Bruce D.; Kinzer, Charles K. – Educational Psychologist, 2015
In this article we argue that to study or apply games as learning environments, multiple perspectives have to be taken into account. We first define game-based learning and gamification, and then discuss theoretical models that describe learning with games, arguing that playfulness is orthogonal to learning theory. We then review design elements…
Descriptors: Educational Games, Definitions, Play, Learning Theories
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Niemeyer, Dodie J.; Gerber, Hannah R. – Educational Media International, 2015
Collaborative learning environments found with gaming communities can provide excellent structures to study the way that learners act within informal learning environments. For example, many of these gaming communities encourage gamers to create videogames and virtual world walkthroughs and commentaries. Walkthroughs and commentaries provide…
Descriptors: Informal Education, Educational Games, Computer Games, Communities of Practice
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King, Alessandra – Australian Mathematics Teacher, 2015
Spatial reasoning--the ability to visualise and play with shapes in one's mind--is essential in many fields, and crucial in any Science, Technology, Engineering, Mathematics [STEM] discipline. It is, for example, the ability that the engineer needs to build bridges; the chemist to see the three-dimensional structure of a molecule; the architect to…
Descriptors: Spatial Ability, Coding, STEM Education, Thinking Skills
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Vandercruysse, Sylke; Vandewaetere, Mieke; Maertens, Marie; ter Vrugte, Judith; Wouters, Pieter; de Jong, Ton; van Oostendorp, Herre; Elen, Jan – Journal of Educational Multimedia and Hypermedia, 2015
Despite the pervasiveness of perception and considerable impact of perception on the use of ICT for educational purposes, there is a surprising paucity of perception assessment instruments. The present proposal expands on this through the development and initial validation of the Game Perception Scale (GPS). Based on perception literature,…
Descriptors: Educational Games, Rating Scales, Student Attitudes, Perception Tests
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He, Xiaojun – English Language Teaching, 2015
This paper will focus on the effective review of English in the third grade of primary school. In the first part, the author introduces the importance of improving the effective review of English in the third grade of primary school. Analyzing from the aspects of theories, teachers have to get a good knowledge of language theories and analyze it…
Descriptors: Foreign Countries, Elementary School Students, Elementary Schools, Elementary School Teachers
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Williams, Dina – Industry and Higher Education, 2015
The purpose of this study was to bridge a gap in our understanding of the role business simulation games can play in the development of entrepreneurial capabilities in undergraduate students. While entrepreneurship education has come a long way from being a branch of business and management studies, to its current status as a core discipline in…
Descriptors: Computer Games, Educational Games, Computer Simulation, Entrepreneurship
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