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Lord, Joshua – Science and Children, 2010
Diversity in habitats on Earth is astounding--whether on land or in the sea--and this is in part due to symbiosis. The lesson described in this article helps students understand how symbiosis affects different organisms through a fun and engaging game where they match hosts and symbionts based on their respective needs. This 45-minute lesson is…
Descriptors: Biology, Science Instruction, Teaching Methods, Food
Hadi, Marham Jupri; Arante, Lalu Teguh – Online Submission, 2015
This case study aimed at identifying barriers encountered by an English teaching who taught in a large class and how he dealt with them. The participant of this study was an English teacher in a private owned school and the number of students he taught was more than 30, which is considered a large class for language learning. An in-depth interview…
Descriptors: Barriers, Second Language Instruction, English (Second Language), Large Group Instruction
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Razak, Aishah Abdul; Connolly, Thomas M.; Hainey, Thomas – International Journal of Game-Based Learning, 2012
A radical reform in education has happened in Scotland by introducing a new curriculum known as the Curriculum for Excellence (CfE). This new curriculum promotes active learning, including use of digital games-based learning (DGBL) technology. This paper presents the findings from a survey which aimed to gauge the use of DGBL in Scottish primary…
Descriptors: Teacher Attitudes, Teaching Methods, Educational Technology, Technology Uses in Education
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Groff, Jennifer S.; Howells, Cathrin; Cranmer, Sue – International Journal of Game-Based Learning, 2012
The main focus of this research project was to identify the educational benefits of console game-based learning in primary and secondary schools. The project also sought to understand how the benefits of educational gaming could transfer to other settings. For this purpose, research was carried out in classrooms in Scotland to explore learning…
Descriptors: Foreign Countries, Educational Benefits, Educational Games, Video Games
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Prahmana, Rully Charitas Indra; Zulkardi; Hartono, Yusuf – Indonesian Mathematical Society Journal on Mathematics Education, 2012
Several previous researches showed that students had difficulty in understanding the basic concept of multiplication. Students are more likely to be introduced by using formula without involving the concept itself. This underlies the researcher to design a learning trajectory of learning multiplication using Permainan Tradisional Tepuk Bergambar…
Descriptors: Foreign Countries, Elementary School Mathematics, Elementary School Students, Grade 3
Phillips, Vicki; Popovic, Zoran – Phi Delta Kappan, 2012
There is increasing evidence that games provide good learning environments, particularly in their ability to drive tenacity and intrinsic motivation, two key characteristics needed for student success. Advancing technology now enables games to also serve as assessments with real-time data that gives teachers the ability to have immediate…
Descriptors: Educational Technology, Motivation, Individualized Instruction, Games
Sims, Christopher Otter – ProQuest LLC, 2012
This dissertation presents an ethnographic account of the launch of "The Downtown School for Design, Media, and Technology," one of the most prominent American school reform projects in recent years. Drawing on popular accounts about children and young people's pervasive affinity for digital media, and especially video games, the…
Descriptors: Ethnography, Educational Change, Educational Technology, Video Games
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Witherspoon, Lisa; Manning, John P. – American Journal of Play, 2012
The authors examine technology-driven games--especially active gaming--as an evolving form of children's play. They offer an overview of play and its developmental benefits, describe the literature on the emergence of technology-driven play, and reflect on the diminishment of physical play in contemporary culture. They suggest that active gaming,…
Descriptors: Play, Educational Games, Computer Games, Video Games
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Bizzocchi, Jim; Tanenbaum, Joshua – Bulletin of Science, Technology & Society, 2012
Digital games have matured substantially as a narrative medium in the last decade. However, there is still much work to be done to more fully understand the poetics of story-based-games. Game narrative remains an important issue with significant cultural, economic and scholarly implications. In this article, we undertake a critical analysis of the…
Descriptors: Discourse Communities, Case Studies, Computer Games, Video Games
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Farhangi, Sanaz – Cultural Studies of Science Education, 2012
This paper presents a review of Jane McGonigal's book, "Reality is broken" (Reality is broken: why games make us better and how they can change the world. Penguin Press, New York, 2011). As the book subtitle suggests it is a book about "why games make us better and how they can change the world", written by a specialist in computer game design. I…
Descriptors: Science Education, Computer Games, Science Teachers, Constructivism (Learning)
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Owens, Trevor – Cultural Studies of Science Education, 2012
The 2008 commercial video game "Spore" allowed more than a million players to design their own life forms. Starting from single-celled organisms players played through a caricature of natural history. Press coverage of the game's release offer two frames for thinking about the implications of the game. Some scientists and educators saw the game as…
Descriptors: Educational Games, Video Games, Science Interests, Community
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Ramdass, Darshanand – Cultural Studies of Science Education, 2012
This article extends the discussion started by Margaret Beier, Leslie Miller, and Shu Wang's (2012) paper, "Science games and the development of possible selves". In this paper, I suggest that a theoretical framework based on a sociocultural theory of learning is critical in learning in a virtual environment. I will discuss relevant research on…
Descriptors: Virtual Classrooms, Science Education, Learning Theories, Sociocultural Patterns
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Kalloo, Vani; Mohan, Permanand – Electronic Journal of e-Learning, 2012
A mobile learning research project was conducted in Trinidad and Tobago to determine if mobile learning can assist high school students in learning mathematics. Several innovative techniques were used in this research to address the problem of high failure rates of mathematics in high schools in the Caribbean. A mobile learning application was…
Descriptors: Electronic Learning, Mathematics Curriculum, Student Attitudes, Learning Strategies
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Yeo, Joseph B. W. – Mathematics Teacher, 2012
Most students love to play games. Ernest (1986) believed that games could be used to teach mathematics effectively in four areas: motivation, concept development, reinforcement of skills, and practice of problem-solving strategies. Fifteen is an interesting and thought-provoking game that helps students learn mathematics at the same time. Playing…
Descriptors: Thinking Skills, Concept Formation, Spatial Ability, Geometric Concepts
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Weng, Ting-Sheng – Journal of Educational Technology Systems, 2012
This research applies multimedia technology to design a dynamic item generation method that can adaptively adjust the difficulty level of items according to the level of the testee. The method is based on interactive testing software developed by Flash Actionscript, and provides a testing solution for users by automatically distributing items of…
Descriptors: Feedback (Response), Difficulty Level, Educational Technology, Educational Games
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