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Conley, Cynthia L.; Deck, Stacy M.; Miller, J. Jay; Borders, Kevin – Journal of Teaching in Social Work, 2017
This article describes the development and utilization of an instructional activity created by the authors for the purposes of preparing social work students for culturally competent practice with members of historically oppressed populations. Experiential activities in the classroom provide an alternative approach to traditional pedagogical…
Descriptors: Cultural Awareness, Social Work, Counselor Training, Disadvantaged
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Bicen, Huseyin; Kocakoyun, Senay – World Journal on Educational Technology: Current Issues, 2017
In this digital age of technological advancement, mobile applications are fastly approaching acme of development. In order to increase the efficiency of the developed applications, mobile applications which are suitable for gamification have become a contemporary issue. In this study, the applications of Kahoot, ClassDojo, Classcraft and Socrative…
Descriptors: Telecommunications, Handheld Devices, Educational Games, Foreign Countries
Ochsner, Amanda; Corwin, Zoë B. – Educational Technology, 2017
In 2014, researchers at the Pullias Center for Higher Education at the University of Southern California (USC) received a grant from the U.S. Department of Education's Fund for the Improvement in Postsecondary Education's First in the World program to do research aimed at understanding how games can be used to cultivate college knowledge and…
Descriptors: Educational Research, Educational Games, Instructional Design, Design Requirements
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Song, Donglei; Ju, Ping; Xu, Hao – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Many gamification designs in education do effectively mobilize students to some extent. Yet, there is still very little research to account for the specific influence on each student. It is essential to determine whether the students can be engaged by gamification in terms of various psychological factors. In this paper, the game element point was…
Descriptors: College Students, Educational Games, Games, Learner Engagement
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Ukala, Catherine Chinyere; Agabi, Ogar G. – Journal of International Education Research, 2017
Cultural values and identities remain the bench mark for national identity, cohesion, patriotism and harmonious coexistence in any society. The introduction of western education into West Africa created a weak bridge between the indigenous education and the western education which needs to be properly linked using curriculum harmonisation. This…
Descriptors: Early Childhood Education, Indigenous Populations, Educational Games, Teaching Methods
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Kavanagh, Sam; Luxton-Reilly, Andrew; Wuensche, Burkhard; Plimmer, Beryl – Themes in Science and Technology Education, 2017
Virtual reality has existed in the realm of education for over half a century. However, its widespread adoption is still yet to occur. This is a result of a myriad of limitations to both the technologies themselves, and the costs and logistics required to deploy them. In order to gain a better understanding of what these issues are, and what it is…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Teaching Methods
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Galarza, Patrick – Journal of Mathematics Education at Teachers College, 2017
This paper explores the viability and development of the first edition of the researcher's mathematical card game, Groups, as a learning tool for elementary group theory, a topic in abstract algebra. "Groups" was play-tested by six undergraduate students in late 2016 who provided feedback on "Groups" from both utility-centric…
Descriptors: Algebra, Educational Games, Group Dynamics, Mathematics Instruction
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Tillema, Erik; Gatza, Andrew; Ulrich, Catherine – Australian Mathematics Teacher, 2017
The number and algebra strand of the "Australian Curriculum: Mathematics" (2015) advocates for holding together the study of number and algebra across years K-8--a position that mathematics educators have endorsed in many countries. This recommendation along with the report "Shape of the Australian Curriculum: Mathematics"…
Descriptors: Foreign Countries, Mathematics Education, Mathematics Curriculum, National Curriculum
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McLaren, Bruce M.; Adams, Deanne M.; Mayer, Richard E.; Forlizzi, Jodi – International Journal of Game-Based Learning, 2017
Excitement about learning from computer-based games has been papable in recent years and has led to the development of many educational games. However, there are relatively few sound empirical studies in the scientific literature that have shown the benefits of learning mathematics from games as opposed to more traditional approaches. The…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Middle School Students
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Gregorcic, Bor; Bodin, Madelen – Physics Teacher, 2017
Algodoo (http://www.algodoo.com) is a digital sandbox for physics 2D simulations. It allows students and teachers to easily create simulated "scenes" and explore physics through a user-friendly and visually attractive interface. In this paper, we present different ways in which students and teachers can use Algodoo to visualize and solve…
Descriptors: Physics, Science Instruction, Teaching Methods, Simulation
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Koivisto, Jaana-Maija; Niemi, Hannele; Multisilta, Jari; Eriksson, Elina – Education and Information Technologies, 2017
The growing use of game-based simulation in healthcare education reflects the opportunities afforded to learners by serious games, which simulate real-world situations and enable students to emulate the roles of healthcare professionals in a safe and engaging learning environment. As part of a design-based research project to design, test, and…
Descriptors: Nursing Education, Nursing Students, Experiential Learning, Computer Simulation
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DuHadway, Scott; Dreyfus, David – Decision Sciences Journal of Innovative Education, 2017
Within the classroom it is often difficult to convey the complexities and intricacies that go into making sales and operations planning decisions. This article describes an in-class simulation that allows students to gain hands-on experience with the complexities in making forecasting, inventory, and supplier selection decisions as part of the…
Descriptors: Simulation, Salesmanship, Planning, Decision Making
Mandel, Travis Scott – ProQuest LLC, 2017
When a new student comes to play an educational game, how can we determine what content to give them such that they learn as much as possible? When a frustrated customer calls in to a helpline, how can we determine what to say to best assist them? When an ill patient comes in to the clinic, how do we determine what tests to run and treatments to…
Descriptors: Reinforcement, Learning Processes, Student Evaluation, Data Collection
Yeh, Charles Y. C.; Cheng, Hercy N. H.; Chen, Zhi-Hong; Liao, Calvin C. Y.; Chan, Tak-Wai – Research and Practice in Technology Enhanced Learning, 2019
Conventional teacher-led instruction remains dominant in most elementary mathematics classrooms in Taiwan. Under such instruction, the teacher can rarely take care of all students. Many students may then continue to fall behind the standard of mathematics achievement and lose their interest in mathematics; they eventually give up on learning…
Descriptors: Mathematics Achievement, Learner Engagement, Elementary School Mathematics, Elementary School Students
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Nygren, Eeva; Blignaut, A. Seugnet; Leendertz, Verona; Sutinen, Erkki – Informatics in Education, 2019
Technology-enhanced learning generally focuses on the cognitive rather than the affective domain of learning. This multi-method evaluation of the INBECOM project (Integrating Behaviourism and Constructivism in Mathematics) was conducted from the point of view of affective learning levels of Krathwohl "et al." (1964). The research…
Descriptors: Game Based Learning, Electronic Learning, Mathematics Instruction, Intelligent Tutoring Systems
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