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Martin, Taylor; Petrick Smith, Carmen; Forsgren, Nicole; Aghababyan, Ani; Janisiewicz, Philip; Baker, Stephanie – Journal of the Learning Sciences, 2015
The struggle with fraction learning in kindergarten through Grade 12 in the United States is a persistent problem and one of the major stumbling blocks to succeeding in higher mathematics. Research into this problem has identified several areas where students commonly struggle with fractions. While there are many theories of fraction learning,…
Descriptors: Mathematics Instruction, Mathematical Concepts, Fractions, Educational Games
Nurhayati, Dwi Astuti Wahyu – Dinamika Ilmu, 2015
The problem highlighted in this research is the low pronunciation ability of Kindergarten students in Al-Irsyad Madiun that is caused by (1) the uninteresting activities in learning English; (2) the students' difficulties of English pronunciation; (3) the students' low motivation in learning. The theoretical review includes the young learners…
Descriptors: Foreign Countries, Pronunciation, English (Second Language), Second Language Learning
Pozzi, Rossella; Noè, Carlo; Rossi, Tommaso – European Journal of Engineering Education, 2015
According to the literature, in recent years, developing experiential learning has fulfilled the requirement of a deep understanding of lean philosophy by engineering students, demonstrating the advantages and disadvantages of some of the key principles of lean manufacturing. On the other hand, the literature evidences how some kinds of game-based…
Descriptors: Experiential Learning, Engineering Education, Manufacturing, Engineering Technology
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Chun – Educational Technology Research and Development, 2015
Individual gameplay interest is affected by numerous factors and a competition setting is also of importance as there are factors that need to be managed. To understand the motivational variables related to an educational game competition, this study explored the interrelatedness between self-efficacy, competitive anxiety, and gameplay interest in…
Descriptors: Self Efficacy, Relevance (Education), Anxiety, Competition
Hostins, Regina Célia Linhares; Jordão, Suelen Garay Figueiredo – Education Policy Analysis Archives, 2015
In Brazil the inclusive education policy and curriculum practices aimed at disabled students have been the subject of research and debate. These students, despite having guaranteed access to regular education, find their schooling processes restricted due to lack of knowledge of their learning characteristics. In both regular classes and…
Descriptors: Foreign Countries, Inclusion, School Policy, Special Education
Chu, Hui-Chun; Hung, Chun-Ming – International Journal of Distance Education Technologies, 2015
In this study, the game-based development approach is proposed for improving the learning motivation, problem solving skills, and learning achievement of students. An experiment was conducted on a learning activity of an elementary school science course to evaluate the performance of the proposed approach. A total of 59 sixth graders from two…
Descriptors: Educational Games, Educational Technology, Teaching Methods, Elementary School Science
Cicchino, Marc I. – Interdisciplinary Journal of Problem-based Learning, 2015
Previous research indicates the importance of student discourse in the construction of knowledge and the fostering of critical thinking skills, especially in the field of problem-based learning (PBL). Further, a growing body of research on game-based learning (GBL) draws parallels between playing certain types of games and the solving of…
Descriptors: Critical Thinking, Teaching Methods, Educational Games, Problem Based Learning
Gleek, Charles – i.e.: inquiry in education, 2015
There is ample discussion in academic and policy circles, as well as amongst the general public, about the ways in which classroom instructors can provide more engaging learning experiences for students. This research examines the ways in which students engage participating in classroom simulations as it pertains to the assigned learning outcomes…
Descriptors: Learner Engagement, Simulation, Advanced Placement Programs, International Relations
Regional Educational Laboratory Mid-Atlantic, 2015
This webinar provided an overview of the research behind literacy for second language learners, the different variables that influence a second language learners' reading abilities, and strategies to improve instruction for these students. Drawing from her research and experience, Dr. Esther Geva discussed the different skills and variables that…
Descriptors: English Language Learners, Seminars, Web Based Instruction, Computer Software
Elise T. Pas; Catherine P. Bradshaw; Kimberly D. Becker; Celene Domitrovich; Juliette Berg; Nicholas S. Ialongo – Grantee Submission, 2015
There is growing interest in coaching to support teacher implementation of evidence-based interventions; yet, there is limited research examining the tailoring of coaching support to teachers' needs. This paper examined coaching dosage across one school year, and the relationship between coaching contacts and teacher baseline and end-of-year data.…
Descriptors: Coaching (Performance), Teacher Characteristics, Student Behavior, Educational Games
Shelton, Brett E.; Satwicz, Tom; Caswell, Tom – International Journal of Game-Based Learning, 2011
This paper reviews three classic theorists' writing on games, learning, and development. Piaget, Vygotsky, and Bruner all wrote about games and play as important to thinking and learning. This review attempts to synthesize their perspectives as a means to revisit underused theoretical perspectives on the role of games in education. The views of…
Descriptors: Educational Games, Teaching Methods, Play, Theories
Martin, Vance S. – New Directions for Community Colleges, 2011
As this and previous editions of "New Directions for Community Colleges" have argued, digital skills are necessary. Our future economy will be based on them, but there is no consensus on which skills to teach. Many talk about Web 2.0 skills, familiarity with software, and critical thinking skills, yet few mention the potential of video games in…
Descriptors: Video Games, Educational Games, Instructional Materials, Community Colleges
Corrigan, Jay R. – Journal of Economic Education, 2011
This classroom game illustrates the strengths and weaknesses of various regulatory frameworks aimed at internalizing negative externalities from pollution. Specifically, the game divides students into three groups--a government regulatory agency and two polluting firms--and allows them to work through a system of uniform command-and-control…
Descriptors: Economics Education, Educational Games, Class Activities, Taxes
Conflicts in Chemistry: The Case of Plastics, a Role-Playing Game for High School Chemistry Students
Cook, Deborah H. – Journal of Chemical Education, 2014
Conflicts in Chemistry: The Case of Plastics, an innovative role-playing activity for high school students, was developed by the Chemical Heritage Foundation to promote increased public understanding of chemistry. The pilot program included three high school teachers and their students at three different schools and documented implementation and…
Descriptors: Secondary School Science, High School Students, Chemistry, Role Playing
Su, TzuFen; Cheng, Meng-Tzu; Lin, Shu-Hua – CBE - Life Sciences Education, 2014
This study was conducted in an attempt to investigate the effectiveness of an educational card game we developed for learning human immunology. Two semesters of evaluation were included to examine the impact of the game on students' understanding and perceptions of the game-based instruction. Ninety-nine senior high school students (11th graders)…
Descriptors: Foreign Countries, Educational Games, Biology, Science Instruction

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