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Middaugh, Ellen – Democracy & Education, 2016
This response considers the role of video games in promoting the social and emotional aspects of civic education and engagement. Specifically, it discusses how design choices in iCivics and video games generally may impact students' emotional responses to issues and other people, sense of internal efficacy, and social connectedness. [For "The…
Descriptors: Video Games, Educational Games, Civics, Citizenship Education
Moores, Trevor T. – Journal of Information Systems Education, 2016
The aim of this paper is to provide sufficient detail that other members of the IS community can incorporate the business game "Flowers for the World" (or FFTW for short) into their IS teaching portfolio. The game promotes experiential (active) learning and has been used to support discussions or project work in such diverse subjects as…
Descriptors: Information Systems, Educational Games, Business, Teaching Methods
McManis, Perry, W.; McManis, Mark, H. – Online Submission, 2016
The purpose of this analysis was to investigate the validity of skill groupings in an instructional technology learning system designed for use by children in early childhood education classrooms. A Principal Component Analysis was performed to measure the fit of 18 skill games to their 5 assigned groupings in the system, covering a range of…
Descriptors: Validity, Vertical Organization, Computer Assisted Instruction, Preschool Children
Malkiewich, Laura; Baker, Ryan S.; Shute, Valerie; Kai, Shimin; Paquette, Luc – International Educational Data Mining Society, 2016
Educational games have become hugely popular, and educational data mining has been used to predict student performance in the context of these games. However, models built on student behavior in educational games rarely differentiate between the types of problem solving that students employ and fail to address how efficacious student problem…
Descriptors: Classification, Problem Solving, Educational Games, Models
Cetin-Dindar, Ayla; Boz, Yezdan; Sonmez, Demet Yildiran; Celep, Nilgun Demirci – Chemistry Education Research and Practice, 2018
In this study, a mixed-method design was employed to investigate pre-service chemistry teachers' Technological Pedagogical Content Knowledge (TPACK) development. For effective technology integration in instruction, knowledge about technology is not enough; teachers should have different knowledge types which are content, pedagogical, and…
Descriptors: Pedagogical Content Knowledge, Science Teachers, Chemistry, Technological Literacy
Yasin, Alifa Irna; Prima, Eka Cahya; Sholihin, Hayat – Journal of Science Learning, 2018
The STEM is an interdisciplinary approach provided learning atmosphere where students can use science, technology, engineering and math in daily life. The aim of the STEM is educating the students to be STEM Literate. This research goal was to implement STEM learning on electricity using Arduino-Android Game based experiment to 8th-grade students.…
Descriptors: Science Instruction, STEM Education, Scientific Literacy, Educational Games
Colautti, Laura; Baldassini, Davide; Colombo, Vera; Mottura, Stefano; Sacco, Marco; Sozzi, Matteo; Corbo, Massimo; Rusconi, Maria Luisa; Antonietti, Alessandro – British Journal of Educational Technology, 2018
An exploratory study aimed at testing CREC, a training programme designed for people with cognitive impairments caused by a stroke, is reported. The goal of the programme is to improve flexibility in thinking through a creative approach based on everyday problems. The programme includes two Serious Games (SGs) developed ad hoc, dealing with the…
Descriptors: Training, Program Effectiveness, Outcomes of Treatment, Educational Games
Sanchez-Martin, Jesus; Cañada-Cañada, Florentina; Dávila-Acedo, María Antonia – Journal of Technology and Science Education, 2018
The current work tries to inquiry how different teaching methods affect on the student's emotional performance. The traditional questionnaire for data collection has been replaced by in-situ, on-line-assisted, survey. This instrument was continuously applied over the course of 17 General Science lessons. The experiment involved 120 prospective…
Descriptors: Teacher Education Programs, Preservice Teachers, Science Instruction, Emotional Response
Wu, Min Lun – International Education Studies, 2018
This qualitative case study reports descriptive findings of digital game-based learning involving 15 Taiwanese middle school students' use of computational thinking skills elicited through programmed activities in a game design workshop. Situated learning theory is utilized as framework to evaluate novice game designers' individual advancement in…
Descriptors: Computation, Thinking Skills, Middle School Students, Educational Games
Sehan, Zainurrahman – Journal of Language and Linguistic Studies, 2018
The teaching of English to non-native English Young Learners requires more attempts rather than teaching learners in older ages. Nowadays, technology has offered many benefits for EYL teachers. Technology, in one side, is helpful instrument for the teachers in dealing with EYL. In the other side, easiness offered by technology may bring…
Descriptors: College Students, English (Second Language), Second Language Learning, Teaching Methods
McDermott, Morna – International Journal of Education & the Arts, 2018
This paper outlines an ongoing qualitative review of themes that have emerged across the various session of the "Paint Your Life" program which was developed over the last 15 years. The author discusses the potential for "Paint Your Life" to disrupt hegemonic discourse about art, artists, and community development. Based on the…
Descriptors: Qualitative Research, Art, Self Concept, Aesthetics
Watanapokakul, Satita – PASAA: Journal of Language Teaching and Learning in Thailand, 2018
This study focuses on the role of edutainment at the tertiary level. The context is the teaching and learning of "English for Veterinary Profession I" (ENG VET PROF I) for second-year university students in Bangkok, Thailand. This course focuses on improving students' listening and speaking skills in the veterinary field. In order to…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Educational Games
Kosmas, Panagiotis; Ioannou, Andri; Retalis, Symeon – TechTrends: Linking Research and Practice to Improve Learning, 2018
From an embodied learning perspective, the active human body can alter the function of the brain and therefore, the cognitive process. In this work, children's activity using motion-based technology is framed as an example of embodied learning. The present investigation focuses on the use of a series of Kinect-based educational games by 31…
Descriptors: Special Education, Teaching Methods, Educational Games, Manipulative Materials
Eichenlaub, Mark – ProQuest LLC, 2018
In this thesis, I study some aspects of how students learn to use math to make sense of physical phenomena. Solving physics problems usually requires dealing with algebraic expressions. That can take the form of reading equations you're given, manipulating them, or creating them. It's possible to use equations simply according to formal rules of…
Descriptors: College Students, College Mathematics, Mathematics Education, Mathematical Applications
Adanali, Rukiye; Alim, Mete – Review of International Geographical Education Online, 2019
Environmental and disaster consciousness of teachers are of great importance for disasters education. The teaching of some natural disasters of climate in the Environmental Problems course at an education faculty in Turkey was carried out with the Problem Based Learning (PBL) approach supported with Instructional Geocaching Game (IGG). Geocaching…
Descriptors: Student Behavior, Geographic Information Systems, Environmental Education, Problem Based Learning

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