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Okita, Sandra Y.; Jamalian, Azadeh – Journal of Mathematics Education at Teachers College, 2011
Developing curriculum and instruction for mathematics education and designing technologically enhanced learning environments are often pursued separately, but may need to be addressed together to effectively link the strengths of technology to performance in mathematics and conceptual understanding. This paper addresses current challenges with…
Descriptors: Mathematics Education, Elementary School Mathematics, Middle Schools, Secondary School Mathematics
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Svarovsky, Gina Navoa – Journal of Pre-College Engineering Education Research, 2011
Recently, K-12 engineering education has received increased attention as a pathway to building stronger foundations in math and science and introducing young people to the profession. However, the National Academy of Engineering found that many K-12 engineering programs focus heavily on engineering design and science and math learning while…
Descriptors: Engineering Education, Elementary Secondary Education, Learning Activities, Females
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Stewart, Alice C.; Williams, Jacqueline; Smith-Gratto, Karen; Black, Sylvia Sloan; Kane, Betty Turner – Decision Sciences Journal of Innovative Education, 2011
In this pilot research we examine the impact of two leadership development training programs on the ability of students to acquire knowledge, share knowledge, and apply knowledge for organizational decision making. One program emphasized concepts and case-based application based on a technical learning paradigm. The other program used a game-based…
Descriptors: Leadership Training, Program Effectiveness, Decision Making, Learning
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Wolf, Sara; Sumner, Andrea M.; de Freitas, Michelle – Knowledge Quest, 2011
Creating a game for third-grade students that school librarians and teachers can use in their school libraries and classrooms is a unique challenge, especially if that game is based on teaching anatomy. But that's exactly what an instructional team from Auburn University in Alabama decided to do. The team--which consisted of a school librarian who…
Descriptors: School Libraries, Anatomy, Grade 3, Team Teaching
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García-Peñalvo, Francisco José, Ed.; Seoane-Pardo, Antonio Miguel, Ed. – IGI Global, 2014
After centuries of rethinking education and learning, the current theory is based on technology's approach to and affect on the planned interaction between knowledge trainers and trainees. "Online Tutor 2.0: Methodologies and Case Studies for Successful Learning" demonstrates, through the exposure of successful cases in online education…
Descriptors: Electronic Learning, Tutoring, Teacher Role, Learning Activities
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Wiemeyer, Josef; Schneider, Philipp – International Journal of Game-Based Learning, 2012
Considering the wide use of Serious Games in application fields like cognitive learning, health education and rehabilitation and the recent developments of sensor and interface technology it is surprising that applications to motor learning in sport are rare. The aim of this study is to examine whether a specific learning effect can be elicited by…
Descriptors: Psychomotor Skills, Motor Development, Educational Games, Teaching Methods
Earl, Jason Scott – ProQuest LLC, 2012
The focal goal of this research was to extend the empirical effort on business simulations as a form of experiential learning by providing the first empirical analysis of business acumen and knowledge application skills. Disruptions in technology are providing more opportunities to improve the simulation gaming learning experience and a number of…
Descriptors: Experiential Learning, Control Groups, Experimental Groups, Administrators
Pasnik, Shelley; Llorente, Carlin – Education Development Center, Inc., 2012
Leaders of the CPB-PBS "Ready To Learn" Initiative understand the important role parents and caregivers play in ensuring young children's healthy development and academic learning. In order for young children, especially those living in traditionally underserved communities, to succeed at school and thrive outside of the classroom,…
Descriptors: Public Television, Educational Television, Educational Technology, Technology Uses in Education
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Smyrnaiou, Zacharoula; Foteini, Moustaki; Kynigos, Chronis – Electronic Journal of e-Learning, 2012
Learning science requires the understanding of concepts and formal relationships, processes that--in themselves--have been proved to be difficult for students as they seem to encounter substantial problems with most of the inquiry-learning processes in which they engage. Models in inquiry-based learning have been considered as powerful…
Descriptors: Foreign Countries, Active Learning, Cooperative Learning, Learning Processes
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Lin, Kuan-Cheng; Wei, Yu Che; Hung, Jason C. – International Journal of Distance Education Technologies, 2012
Many studies demonstrate that Digital Game Based Learning (DGBL) can foster learning effect. The purpose of this study is to survey whether the online game in junior high school students can encourage learning effect in Taiwan's History. So, the research applied Interactive Game-based Learning System (IGLS) to junior high history teaching as an…
Descriptors: Academic Achievement, Learning Motivation, Student Attitudes, High School Students
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Kenneth Silseth – International Journal of Computer-Supported Collaborative Learning, 2012
The purpose of this article is to gain knowledge about how interactions in a gaming context become constituted as effective resources for a student's learning trajectory. In addition, this detailed study of a learning trajectory documents how a computer game becomes a learning resource for working on a specific topic in school. The article reports…
Descriptors: Foreign Countries, Educational Resources, Teaching Methods, Conflict
Hinojosa, Trisha; Miller, Shazia; Swanlund, Andrew; Hallberg, Kelly; Brown, Megan; O'Brien, Brenna – Society for Research on Educational Effectiveness, 2010
The Stock Market Game[TM] is an educational program supported by the Securities Industry and Financial Markets Association (SIFMA) Foundation for Investor Education. The program is designed to teach students the importance of saving and investing by building their financial literacy skills. The primary focus of the study was to measure the impact…
Descriptors: Mathematics Achievement, Academic Achievement, Program Effectiveness, Program Content
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Barnett, Joshua H.; Archambault, Leanna – TechTrends: Linking Research and Practice to Improve Learning, 2010
Games have always been a part of the human experience. Even the earliest of civilizations created games for enjoyment and entertainment. However, the educational value of those games is a relatively recent consideration. Over the previous fifty years, scholars have questioned the potential positive lessons learned from games such as Monopoly[R],…
Descriptors: Economics, Theories, Instructional Effectiveness, Computer Simulation
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Games, Alex – E-Learning and Digital Media, 2010
This article examines the language and literacy practices of middle-school children as they worked toward constructing their own computer games using "Gamestar Mechanic," a game intended to teach them key ways of thinking and communicating germane to the discourse of game designers. It examines the changes that took place in what previous work…
Descriptors: Educational Games, Protocol Analysis, Familiarity, Discourse Analysis
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Zdravkovic, Neda – Public Services Quarterly, 2010
Constructivist learning theories promote students' engagement as one of the key factors in successful learning and knowledge building. Research indicates that the short attention span of adult learners, their need to "learn-by-doing," interact and multitask in the learning process can be accommodated with a positive outcome by…
Descriptors: Information Literacy, Class Activities, Library Instruction, Academic Libraries
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