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Dogan, Hamide – European Journal of Science and Mathematics Education, 2016
Many studies mentioned the deductive nature of Mathematical Induction (MI) proofs but almost all fell short in explaining its potential role in the formation of the misconceptions reported in the literature. This paper is the first of its kind looking at the misconceptions from the perspective of the abstract of the deductive logic from one's…
Descriptors: Logical Thinking, Mathematics Instruction, Role, Misconceptions
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Wiggins, Bradley E. – International Journal of Game-Based Learning, 2016
This article examines the use of both game-based learning (GBL) and gamification in tertiary education. This study focuses specifically on the use of games and/or simulations as well as familiarity with gamification strategies by communication faculty. Research questions concentrate on the rate, frequency, and usage of digital and non-digital…
Descriptors: Computer Games, Simulated Environment, Video Games, Educational Games
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Grey, Simon – New Directions in the Teaching of Physical Sciences, 2016
This paper explores the role of games in learning. Beginning with some carefully selected definitions of games, comparisons are drawn between the fields of games design and of learning and teaching, highlighting a parallel between games as designed experiences, and teaching as designed learning experiences. Games are seen as being highly engaging,…
Descriptors: Educational Games, Learner Engagement, Design, Learning Experience
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Cutumisu, Maria; Schwartz, Daniel L. – International Educational Data Mining Society, 2016
Studies examining feedback in educational settings have largely focused on feedback that is received, rather than chosen, by students. This study investigates whether adult participants learn more from choosing rather than receiving feedback from virtual characters in a digital poster design task. We employed a yoked study design and two versions…
Descriptors: Feedback (Response), Educational Games, Computer Assisted Testing, Selection
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Yürük, Nurcihan – Journal of Educational Technology and Online Learning, 2019
Games or gamified activities blended with traditional ways of teaching can be implemented as a useful strategy in foreign language classrooms. Gamification as a novel pedagogical approach offers opportunities in accordance with game elements and techniques that can be applied in nongame context like classroom. This study is about an online free…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Student Attitudes
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Bal, Mazhar – Contemporary Educational Technology, 2019
The aim of the study is to determine the contribution of gamification to writing skills of middle school students. For this study, a lesson plan has been developed to relate Writing and Authorship Skills lesson to the gamification for middle school students. From this lesson plan, it was tried to determine the effectiveness of the teaching…
Descriptors: Foreign Countries, Computer Games, Educational Games, Writing Instruction
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Zippert, Erica L.; Daubert, Emily N.; Scalise, Nicole R.; Noreen, Gabriella D.; Ramani, Geetha B. – Developmental Psychology, 2019
The prevalence of tablet computer use among young children has risen dramatically, as have educational apps claiming to promote school readiness skills such as mathematical knowledge. Parents can contribute to their preschoolers' math readiness through the math talk they provide during everyday interactions in traditional nonelectronic activities.…
Descriptors: Parents, Play, Handheld Devices, Telecommunications
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Cui, Yang; Chu, Man-Wai; Chen, Fu – Journal of Educational Data Mining, 2019
Digital game-based assessments generate student process data that is much more difficult to analyze than traditional assessments. The formative nature of game-based assessments permits students, through applying and practicing the targeted knowledge and skills during gameplay, to gain experiences, receive immediate feedback, and as a result,…
Descriptors: Educational Games, Student Evaluation, Data Analysis, Bayesian Statistics
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Boldbaatar, Nomin; Sendurur, Emine – Journal of Educational Computing Research, 2019
The emergence of block-based environments aims to facilitate the problems caused by the abstractness of text-based languages. Recent studies generally focus on the effect of having block-based experience on programming education. This study is an attempt to observe the transfer of previous programming experiences (block-based vs. text-based) into…
Descriptors: Educational Games, Computer Games, Computer Simulation, Computer Software
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Page, Jane; Cock, Megan L.; Murray, Lisa; Eadie, Tricia; Niklas, Frank; Scull, Janet; Sparling, Joseph – International Journal of Early Childhood, 2019
New approaches to support the early learning for young Indigenous children are important to government policies across Australia. This study explores whether the Abecedarian Approach Australia (3a) intervention, with strong cultural adaptations, can boost young Aboriginal children's early language and learning skills, prior to preschool.…
Descriptors: Indigenous Populations, Intervention, Prediction, Parent Child Relationship
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Bioglio, Livio; Capecchi, Sara; Peiretti, Federico; Sayed, Dennis; Torasso, Antonella; Pensa, Ruggero G. – IEEE Transactions on Learning Technologies, 2019
In this paper, we address the problem of enhancing young people's awareness of the mechanisms involving privacy in online social networks by presenting an innovative approach based on gamification. In particular, we propose a web application that allows kids and teenagers to experience the typical dynamics of information spread through a realistic…
Descriptors: Privacy, Social Media, Children, Adolescents
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Wang, Junhua – Journal of Technical Writing and Communication, 2019
In the field of intercultural business and technical communication, intercultural communication has been a regular topic in curriculum for decades; various teaching approaches exist for developing students' cultural awareness and helping them achieve a theoretical understanding about the concept of culture, cultural differences, and cultural…
Descriptors: Intercultural Communication, Business Communication, Teaching Methods, Cultural Awareness
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Smith, Keyonda; Abrams, Sandra Schamroth – International Journal of Information and Learning Technology, 2019
Purpose: The purpose of this paper is to explore the issue of access to digital technology by using the lens of accessibility as set forth by the Rehabilitation Act of 1973 and the American Disabilities Act (ADA) of 1990. More specifically, this paper focuses on gamification, considers the needs of all learners, including those who identify as…
Descriptors: Educational Games, Access to Computers, Disabilities, Federal Legislation
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Eder, Lauren B.; Antonucci, Yvonne L.; Monk, Ellen F. – Journal of Information Systems Education, 2019
The value of enterprise resource planning (ERP) systems to business organizations has long been recognized with their use being integrated into educational business curricula and training. ERPsim games incorporate live business simulations that enable students to learn about ERP concepts firsthand by working in teams and managing their own…
Descriptors: Learner Engagement, Teamwork, Group Dynamics, Business Administration Education
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Delforge, Carole; Van de Vyver, Julie; Meurice, Alice – Research-publishing.net, 2019
The research consisted in having an Actionbound mobile hunt for A1 learners of Dutch designed by a group of language Student Teachers (STs) within the framework of a second year course on foreign language teaching. The game was then implemented with two groups of fifth grade primary school pupils during their visit of the Hergé Museum in…
Descriptors: Indo European Languages, Foreign Countries, Second Language Instruction, Grade 5
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