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Egan, Suzanne M.; Beatty, Chloé – Irish Educational Studies, 2021
The aim of the current study was to investigate how children in Ireland adapted to the change in schooling, and particularly their use of screen devices to support their learning at home, during a period of lockdown due to the COVID-19 crisis in early 2020. This research draws on data from 506 parents of children aged 1-10 years in Ireland who…
Descriptors: COVID-19, Pandemics, Educational Technology, Technology Uses in Education
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Jayantilal, Kumar; O'Leary, Nick – Education 3-13, 2021
Research studies investigating the occupational socialization of primary teachers delivering physical education has been conspicuous by its absence (O'Leary, N. 2019. "Teacher socialization in physical education: new perspectives." "Sport, Education and Society" 24 (6): 668-671). Using Lawson's, H. (1986. "Occupational…
Descriptors: Teacher Attitudes, Socialization, Physical Education, Educational Games
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Amir, Nazir; Abdullah, Nor'Aini Bte – Physics Education, 2021
A way to promote student interest and engagement in physics is by capitalizing on students' skills in arts and crafts to design and make physics-based toys. This article illustrates how two students (averaging 14 years of age) in the authors' science class designed and fabricated a variation of a physics-based teaching aid that demonstrates the…
Descriptors: Foreign Countries, Science Interests, Physics, Learner Engagement
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Regional Educational Laboratory Appalachia, 2021
This workbook is a companion to the "Community Math Night Facilitators' Toolkit. REL 2022-120" (ED615952), a comprehensive resource for elementary school educators to plan and implement a Community Math Night. A Community Math Night brings together educators, students, and their families to: (1) learn about, talk about, and have fun with…
Descriptors: Mathematics Activities, Mathematics Education, Mathematics Instruction, Elementary School Teachers
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Schimanke, Florian; Mertens, Robert; Vornberger, Oliver – International Journal on E-Learning, 2017
Learning games are an ideal vessel for many kinds of learning content. Playful interaction with the subject matter makes the human mind more receptive and thus learning itself more effective. Well designed games also come with an addictive game-play that makes users want to play the game over and over. This is intended in fun games but it can be…
Descriptors: Educational Games, Design, Student Motivation, Repetition
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Huang, Ling-Yi; Yeh, Yu-Chu – International Journal of Game-Based Learning, 2017
Training in critical thinking is essential for the professional development of journalism students. To achieve this goal, this study developed a gamified platform and a blended learning curriculum. During an 18-week experimental instruction period, a series of instructional activities, which included online discussions as well as classroom…
Descriptors: Educational Games, Journalism Education, Critical Thinking, Thinking Skills
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Brandt, Brian; Stowe, James – Journal of Extension, 2017
Most 4-H judging events involve livestock or other traditional 4-H projects. Consequently, many urban and suburban youths miss out on building life skills developed through judging. In a nontraditional approach to 4-H judging, such youths play board, dice, and card games and then judge the games using the practice of giving oral reasons. The…
Descriptors: Youth Programs, Youth Opportunities, Skill Development, Urban Youth
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Wanko, Jeffrey J. – Mathematics Teacher, 2017
Working with language-independent logic structures can help students develop both inductive and deductive reasoning skills. The Japanese publisher Nikoli (with resources available both in print and online) produces a treasure trove of language-independent logic puzzles. The Nikoli print resources are mostly in Japanese, creating the extra…
Descriptors: Mathematics Instruction, Teaching Methods, Puzzles, Logical Thinking
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Goltz, Sonia M. – Management Teaching Review, 2017
Simulations have been developed for many business courses because of enhanced student engagement and learning. A challenge for instructors using simulations is how to take this learning to the next level since student reflection and learning can vary. This article describes how to use a conceptual mapping game at the beginning and end of a…
Descriptors: Simulation, Business Administration Education, Concept Mapping, Scaffolding (Teaching Technique)
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Blitz-Raith, Alexandra H.; Liu, Jianxin – International Journal of Instruction, 2017
Interactivity is an important indicator of an educational app's reception. Since most educational apps are multimodal, it justifies a methodological initiative to understand meaningful involvement of multimodality in enacting and even amplifying interactivity in an educational app. Yet research so far has largely concentrated on algorithm…
Descriptors: Interaction, Computer Oriented Programs, Educational Technology, Educational Games
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De Troyer, Olga; Van Broeckhoven, Frederik; Vlieghe, Joachim – Journal of Computing in Higher Education, 2017
Narrative-based serious games present pedagogical content and interventions through an interactive narrative. To ensure effective learning in such kind of serious games, designers are not only faced with the challenge of creating a compelling narrative, but also with the additional challenge of incorporating suitable pedagogical strategies.…
Descriptors: Educational Games, Teaching Methods, Interaction, Design
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Floress, Margaret T.; Rock, Angela L.; Hailemariam, Assegedech – Psychology in the Schools, 2017
A single-case experimental design was used to evaluate the effects of the Caterpillar Game, a classroom management system, on disruptive behavior in a general education first grade classroom. A multiple baseline design across settings was used to evaluate changes in student disruptive behavior and teacher praise. When the Caterpillar Game was…
Descriptors: Classroom Techniques, Educational Games, Behavior Problems, Teacher Attitudes
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An, Yun-Jo; Cao, Li – TechTrends: Linking Research and Practice to Improve Learning, 2017
Researchers have investigated how gameplay and other related activities influence teachers' attitudes toward and perceptions of games or game-based learning. Taking one step further, this study was conducted to investigate how game design experience influences teachers' attitudes toward and perceptions of the use of digital games in the classroom…
Descriptors: Design, Teacher Attitudes, Educational Games, Statistical Analysis
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Berson, Ilene R.; Berson, Michael J.; Snow, Bert – Social Education, 2017
Game-based learning not only contributes to a learning environment that is interesting and engaging for students but also fosters collaboration while meeting educational goals. Recognizing the potential of digital games to promote primary-source use for discovery and problem-solving, the Library of Congress established funding to advance the…
Descriptors: Primary Sources, Computer Software, Computer Assisted Instruction, Educational Games
Baron, Tyler – ProQuest LLC, 2017
Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design paradigm causes multiple issues. For one, the games themselves are often not engaging as game design principles were put aside in favor of increasing the…
Descriptors: Educational Games, Course Content, Engineering, Models
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