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Halbach, Till; Solheim, Ivar – International Association for Development of the Information Society, 2018
This work investigates in how far gamification and micro-learning, implemented by the novel technologies H5P and xAPI, are suitable to increase the motivation and learning performance of pupils with cognitive and behavioral challenges. The context for the field trials is the Norwegian SOL framework (short for Systematic Observation of Reading) in…
Descriptors: Foreign Countries, Middle School Students, Grade 6, Grade 7
Petner, Michael F., Jr. – ProQuest LLC, 2018
This dissertation is a qualitative research investigation that explores the educational experiences and perceptions of public school teachers (K-8) as they relate to the usage of educational video games in their classrooms. To shed light on the phenomenon, the study focused on providing in-depth descriptions of public school teacher narratives of…
Descriptors: Educational Games, Classroom Techniques, Game Based Learning, Public Schools
Smith, Nicola – Online Submission, 2018
The purpose of this qualitative exploratory case study was to garner knowledge on how teachers perceive the effects of gamification on students' academic performance on mathematics standardized examination. Gamification is a developing pedagogy with limited studies exploring its effectiveness in the discipline of mathematics. The 2 research…
Descriptors: Game Based Learning, Educational Games, Mathematics Instruction, Elementary School Teachers
Alicia Bower; Kami L. Tsai; Carey S. Ryan; Rebecca Anderson; Andrew Jameton; Maurice Godfrey – Journal of STEM Outreach, 2018
We describe a game and teachers' experiences using it in their middle and high school science courses. The game, which is called "Luck of the Draw", was designed originally to engage medical students and later adopted for middle school, high school, and college students in genetics, and to encourage critical thinking about is-sues such…
Descriptors: Learner Engagement, Critical Thinking, Thinking Skills, Educational Games
Girardelli, Davide – Communication Teacher, 2017
Courses: Any introductory undergraduate public-speaking course, in particular in ESL/EFL contexts. Objectives: This single-class activity is intended to (1) build students' ability to communicate orally "off the cuff;" (2) foster students' understanding of the major organizational formats used in organizing speeches; and (3) increase…
Descriptors: English (Second Language), Second Language Instruction, Educational Games, Teaching Methods
Loehr, Abbey M.; Rittle-Johnson, Bethany – Journal of Cognition and Development, 2017
Research has demonstrated that providing labels helps children notice key features of examples. Much less is known about how different labels impact children's ability to make inferences about the structure underlying mathematical notation. We tested the impact of labeling decimals such as 0.34 using formal place-value labels ("3 tenths and 4…
Descriptors: Number Concepts, Arithmetic, Problem Solving, Elementary School Students
Toste, Jessica R.; Williams, Kelly J.; Capin, Philip – Intervention in School and Clinic, 2017
Poorly developed word recognition skills are the most pervasive and debilitating source of reading challenges for students with learning disabilities (LD). With a notable decrease in word reading instruction in the upper elementary grades, struggling readers receive fewer instructional opportunities to develop proficient word reading skills, yet…
Descriptors: Reading Fluency, Word Study Skills, Syllables, Teaching Methods
Veltsos, Jennifer R. – Business and Professional Communication Quarterly, 2017
Interest in gamification in higher education has been growing steadily in the past decade. Using games and game elements has been shown to increase student engagement, motivation, and autonomy. This article draws parallels between game elements, instructional design, and the teaching of business and professional communication. It suggests ways…
Descriptors: Business Communication, Instructional Design, Teaching Methods, Educational Games
Stohlmann, Micah – Australian Mathematics Teacher, 2017
Desmos Battleship is an engaging activity in which students can improve their visualisation skills, and deepen their understanding of linear functions and circles by making connections between algebraic and graphical representations. The Desmos Battleship activity was used in a Saturday STEM (Science, Technology, Engineering, and Mathematics)…
Descriptors: Mathematical Concepts, Technology Uses in Education, Courseware, Educational Games
Nigaglioni, Irene – Childhood Education, 2017
Although mobile applications and games often seem isolating and somewhat stationary, last year's augmented reality (AR) gaming craze Pokémon Go demonstrated how technology has the potential to promote socialization, collaboration, and physical activity while still engaging users. Pokémon Go's use of AR technology, which superimposes…
Descriptors: Educational Environment, Computer Games, Technology Uses in Education, Educational Games
Trgalová, Jana; Rousson, Laetitia – ZDM: The International Journal on Mathematics Education, 2017
The rapid growth of the offer of available educational resources raises the issue of their appropriation by teachers. Although the term appropriation is widely used in mathematics education research, there is no clear conceptualization allowing researchers to understand the processes involved. In this paper, we attempt to fill this gap by…
Descriptors: Mathematics Instruction, Educational Games, Kindergarten, Teaching Methods
Van Herwegen, Jo; Costa, Hiwet Mariam; Passolunghi, Maria Chiara – School Psychology Quarterly, 2017
Previous studies in both typically and atypically developing children have shown that approximate number system (ANS) abilities predict formal mathematical knowledge later on in life. The current study investigated whether playing specially designed training games that targets the ANS system using nonsymbolic stimuli only would improve preschool…
Descriptors: Preschool Children, Educational Games, Control Groups, Experimental Groups
Cavanaugh, Dena M.; Clemence, Kimberly J.; Teale, Mikaila M.; Rule, Audrey C.; Montgomery, Sarah E. – Early Childhood Education Journal, 2017
This study explored the effects of literacy-rich sociodramatic guided play on kindergarten student literacy performance and behavior. Kindergarten students of varying socioeconomic status attending two elementary schools in the same school district participated in this repeated measures, counterbalanced design study. Students received the mandated…
Descriptors: Elementary School Students, Emergent Literacy, Reading Tests, Reading Fluency
Sitra, Ourania; Katsigiannakis, Vangelis; Karagiannidis, Charalampos; Mavropoulou, Sofia – Education and Information Technologies, 2017
This paper addresses the perceived benefits from gamification in the context of special education. It presents the findings of a study evaluating the effects of a specific gamification element (badges) on the engagement of five students with special learning needs, through online courses developed on the Moodle Learning Management System (LMS).…
Descriptors: Learner Engagement, Special Needs Students, Case Studies, Management Systems
Angeli, Charoula M.; Jaipal-Jamani, Kamini – AERA Online Paper Repository, 2017
In an era where computational thinking is regarded as a basic skill for the 21st century that needs to be taught across the K-12 curriculum, research shows that teacher education programs do not adequately prepare preservice teachers to promote computational thinking skills in classroom teaching. Accordingly, the present study contributes to the…
Descriptors: Scaffolding (Teaching Technique), Programming, Robotics, Preservice Teachers

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