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Francis, Becky – Oxford Review of Education, 2010
In spite of continuing patterning of curriculum subject preference and choice by gender, there has been little recent attention to the argument developed in the 1970s that children play with different toys according to their gender, and that these provide girls and boys with (different) curriculum-related skills. The article describes a…
Descriptors: Young Children, Toys, Role, Educational Games
Zuiker, Steven J. – Educational Technology, 2010
The technologies underlying virtual environments like videogames and the methodologies of the learning sciences create an important intersection for work in educational technology. Coupling these fields enables us to consider participatory learning in terms of the ways that "context" shapes a process of making meaning. In this article,…
Descriptors: Foreign Countries, Educational Technology, Virtual Classrooms, Global Approach
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Cassar, Anna Garito; Jang, Eunice Eunhee – Australian Journal of Learning Difficulties, 2010
The purpose of this small-scale exploratory study was to examine the effects of using a game-based instructional approach to teach word recognition and spelling to Grade 6 students with reading disabilities (RD) and attention deficit disorders. Treatment and comparison groups were formed. The students were placed in either a traditional spelling…
Descriptors: Reading Difficulties, Spelling, Phonological Awareness, Attention Deficit Disorders
Liang, Chaoyun; Lee, Yuan-Zone; Chou, Wen-Shou – Educational Technology, 2010
The integration of game playing with online education has recently become one of the most discussed issues in the e-learning field for its potentially positive impact on the development of related industries and on the social lives of young people. In this article, the authors propose a set of design considerations to assist game-based learning…
Descriptors: Electronic Learning, Educational Technology, Educational Games, Technology Integration
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Moomaw, Sally; Carr, Victoria; Boat, Mary; Barnett, David – Teaching Children Mathematics, 2010
A child's demonstration of his conceptual understanding of number bodes well for his future success in school mathematics. As youngsters' thinking becomes more logical, they apply one-to-one correspondence relationships to quantification. Yet, reliable assessment of young children's mathematical ability is difficult because of social and emotional…
Descriptors: Preschool Curriculum, Mathematics Education, Preschool Children, Accountability
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Basuchoudhary, Atin; Metcalf, Christopher; Pommerenke, Kai; Reiley, David; Rojas, Christian; Rostek, Marzena; Stodder, James – Journal of Economic Education, 2008
The authors present a classroom experiment designed to illustrate key concepts of third-degree price discrimination. By participating as buyers and sellers, students actively learn (1) how group pricing differs from uniform pricing, (2) how resale between buyers limits a seller's ability to price discriminate, and (3) how preventing price…
Descriptors: Economics Education, Microeconomics, International Trade, Experiments
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Folkestad, James; O'Shea, Patrick – Journal on School Educational Technology, 2011
This paper describes the results of a qualitative analysis of video captured during a dual indoor/outdoor Augmented Reality experience. Augmented Reality is the layering of virtual information on top of the physical world. This Augmented Reality experience asked students to interact with the San Diego Museum of Art and the Botanical Gardens in San…
Descriptors: Qualitative Research, Simulated Environment, Educational Games, Recreational Facilities
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Huang, Chin-Wen; Hsu, Chun-Pin – American Journal of Business Education, 2011
This case study explores the use of online games to teach personal finance concepts at the college level. A number of free online games targeting such topics as budgeting and saving, risk and return, consumer credit, financial services, and investments were introduced to the experimental group as homework assignments. Statistical results indicate…
Descriptors: Computer Games, Educational Games, College Students, Teaching Methods
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Fanning, Elizabeth; Bunch, John; Brighton, Catherine – International Journal on E-Learning, 2011
The purpose of this study was to compare the production processes and approaches for user engagement of virtual environments created for learning or commercial and entertainment purposes, specifically through online games and 3-D online spaces. This study used a qualitative, multiple case study approach based on interviews with developers of…
Descriptors: Advertising, Observation, Virtual Classrooms, Innovation
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Kapralos, Bill; Hogan, Michelle; Pribetic, Antonin I.; Dubrowski, Adam – Interactive Technology and Smart Education, 2011
Purpose: Gaming and interactive virtual simulation environments support a learner-centered educational model allowing learners to work through problems acquiring knowledge through an active, experiential learning approach. To develop effective virtual simulations and serious games, the views and perceptions of learners and educators must be…
Descriptors: Foreign Countries, Experiential Learning, Laptop Computers, Educational Technology
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Kaufman, David; Sauve, Louise; Renaud, Lise – Journal of Educational Computing Research, 2011
This article consists of four sections: (1) the problems associated with asthma in the province of Quebec and across Canada; (2) the theoretical framework for the learning enhanced by our online educational game entitled "Asthme: 1,2,3 ... Respirez! (Asthma: 1,2,3 ... Breath!)", created by adapting the popular board game…
Descriptors: Health Education, Educational Games, Diseases, Foreign Countries
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Mawdesley, M.; Long, G.; Al-jibouri, S.; Scott, D. – Computers & Education, 2011
Computer based simulations and games can be useful tools in teaching aspects of construction project management that are not easily transmitted through traditional lecture based approaches. However, it can be difficult to quantify their utility and it is essential to ensure that students are achieving the learning outcomes required rather than…
Descriptors: Foreign Countries, Computer Simulation, Educational Games, Computer Assisted Instruction
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Charsky, Dennis; Ressler, William – Computers & Education, 2011
Does using a computer game improve students' motivation to learn classroom material? The current study examined students' motivation to learn history concepts while playing a commercial, off-the-shelf computer game, Civilization III. The study examined the effect of using conceptual scaffolds to accompany game play. Students from three ninth-grade…
Descriptors: Control Groups, Concept Mapping, Play, Student Motivation
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Augustin, T.; Hockemeyer, C.; Kickmeier-Rust, M.; Albert, D. – IEEE Transactions on Learning Technologies, 2011
The assessment of knowledge and learning progress in the context of game-based learning requires novel, noninvasive, and embedded approaches. In the present paper, we introduce a mathematical framework which relates the (problem solution) behavior of a learner in the game context to the learner's available and lacking competencies. We argue that a…
Descriptors: Feedback (Response), Mathematics Instruction, Definitions, Educational Games
Roeder, John L. – AAPT Press, 2009
Energy is a fundamental concept in physics, playing an important role in every aspect of the world around us. The conversion of energy among its many forms has enabled both the sustenance of living organisms on Earth and our development of a society based on the manufacture of products for our own convenience. All of these aspects of energy are…
Descriptors: Energy Conservation, Scientific Concepts, Science Instruction, Energy
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