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Suggate, Sebastian Paul; Martzog, Philipp – Early Child Development and Care, 2022
During typical childhood interactions with screen-media, two features are prominent. First, input is dominated by audio-visual signals and second, these predominately provide children with ready-made images, potentially negating effortful mental imagery construction. We present a two-year longitudinal study on a sample of 109 preschool children.…
Descriptors: Preschool Children, Mass Media Use, Television Viewing, Video Games
Mawasi, Areej; Nagy, Peter; Finn, Ed; Wylie, Ruth – Journal of Moral Education, 2022
In order to help students become scientifically literate citizens, science education should allow them to gain a more concrete understanding of the potential social and ethical impacts of scientific and technological change. Using Mary Shelley's Frankenstein as an imaginative tool, we designed simple hands-on activities and a digital narrative…
Descriptors: Science Instruction, Science Activities, Computer Games, Ethics
Ekström, Sara; Pareto, Lena – Education and Information Technologies, 2022
The idea of using social robots for teaching and learning has become increasingly prevalent and robots are assigned various roles in different educational settings. However, there are still few authentic studies conducted over time. Our study explores teachers' perceptions of a learning activity in which a child plays a digital mathematics game…
Descriptors: Robotics, Teaching Methods, Longitudinal Studies, Teacher Attitudes
Erbilgin, Evrim; Macur, Gregory Michael Adam – Journal on Mathematics Education, 2022
Solving arithmetic word problems has been a challenge for primary students due to difficulties in understanding the problem structure and relating the quantities in the problem to each other. This paper reports on an action research study to enhance students' subtraction word problem-solving skills. The authors observed that their students had…
Descriptors: Game Based Learning, Subtraction, Grade 2, Grade 3
Knowledge Socialism in the COVID-19 Era: A Collective Exploration of Needs, Forms, and Possibilities
Crain, Daniel E.; Hollings, Stephanie; Kayode, Hazzan Moses; Ogunniran, Moses Oladele; Worapot, Yodpet; Guañuna, Paola; Yasmeen, Tahira; Riaz, Anum; Samilo, Artem; Jiang, Yuhan; Bolanle, Ogunyemi Folasade; Jackson, Liz; Sturm, Sean – Educational Philosophy and Theory, 2022
The inspiration for this collective writing project began with a digital conference entitled 'Knowledge Socialism, COVID-19 and the New Reality of Education' held at Beijing Normal University. In this conference and through this article, multiple researchers spread across six continents have engaged in the collaborative task of outlining emerging…
Descriptors: Foreign Countries, Pandemics, COVID-19, Information Utilization
Konca, Ahmet Sami – Early Childhood Education Journal, 2022
This study aimed to explore the digital environments of 3-6-year-old children within the home setting. A total of 537 children aged 3-6 years and their parents participated in the study. The results of the study revealed that the children live in digitally rich home environments. Parents usually limited the screen time of the children, or…
Descriptors: Young Children, Parents, Family Environment, Handheld Devices
Huang, Rui – ProQuest LLC, 2022
Research on digital game-based second language learning (DGBL2L) emerged in the early 2000s and has grown steadily since 2013. While digital game-based learning is widely recognized as beneficial for second language acquisition, researchers identified several gaps and limitations in empirical studies, including a lack of (1) sufficient theoretical…
Descriptors: Instructional Design, English Language Learners, Second Language Learning, Educational Games
Xiao Li; Marc Mun~iz; Karlun Chun; Jonathan Tai; Francesca Guerra; Darrin M. York – Journal of Chemical Education, 2022
We report a new online suite of tools that enables inquiry-based active-learning activities to develop students' representational competence about atomic orbitals. Orbital Explorer is a Web site for the visualization and interactive investigation of atomic orbital properties. Orbital Explorer contains two integrated tools, namely, Atomic Orbital…
Descriptors: Chemistry, Active Learning, Inquiry, Educational Games
Esther Sackett; Lisa M. Amoroso – Management Teaching Review, 2024
Challenged by COVID-19, we sought ways to increase engagement in the virtual classroom, capitalizing on a popular multiplayer game to teach persuasion to undergraduate students. In the game "Among Us[R]," players ("Crewmates") work together to repair their spaceship before it explodes while being attacked by other players…
Descriptors: Electronic Learning, Video Games, Computer Games, Game Based Learning
James Russo; Anne Roche – Mathematics Education Research Group of Australasia, 2024
In this paper we explored primary school teachers preference for different game modes to support mathematics teaching and learning. Eighty-four teachers played digital and non-digital addition and subtraction games that were functionally equivalent during professional learning workshops. Most teachers indicated that they would be more likely to…
Descriptors: Foreign Countries, Elementary School Mathematics, Elementary School Teachers, Professional Development
Hannes Rall; Emma Harper – Pedagogies: An International Journal, 2024
Our paper seeks to investigate how mediation using emerging technologies can increase student engagement within the context of teaching English Literature in Singapore. Through a discussion of our ongoing project to create an adaptation of Shakespeare's "Pericles, Prince of Tyre" as an animated game in virtual reality, we focus upon the…
Descriptors: Teaching Methods, Game Based Learning, English Literature, Computer Games
Poonsri Vate-U-Lan; Desmond Cahill – Cogent Education, 2024
This quasi-experimental research investigated the efficacy of applying the Society 5.0 concept to establish game-based learning on Metaverse Space for undergraduates in an international program in Bangkok, Thailand. The study was conducted in a Thai public university's international college with a population of six classes of junior university…
Descriptors: Foreign Countries, Academic Achievement, Game Based Learning, Multiple Choice Tests
Stacy Brinkman; Samantha Hilton – Communications in Information Literacy, 2024
The "Framework for Information Literacy for Higher Education" posits that the practice of asking questions in order to deepen inquiry and understanding is a key element of information literacy. While the "Research as Inquiry" frame is teachable in library instruction, it can be difficult to scale. Popular instructional design…
Descriptors: Information Literacy, Standards, Higher Education, Inquiry
Leong Y. Jonathan; Ma Nang Laik – European Journal of Education (EJED), 2024
The importance of skills has been expounded repeatedly as a crucial factor to thrive in the workplace, as opposed to mere knowledge of content. It is important to be able to adapt to new situations; this is especially true in today's world, where volatility, uncertainty, complexity, and ambiguity (VUCA) are prevalent. To better prepare…
Descriptors: Experiential Learning, Learning Theories, English (Second Language), Second Language Learning
Selçuk Alkan; Tuba Ada – International Journal for Technology in Mathematics Education, 2024
The aim of this study is to examine the effect of a digital game designed within the framework of hierarchic interactionalism theory on the development of the concept of area in secondary school students. The digital game used in this study was designed after being influenced by the preliminary concepts and skills related to the concept of area…
Descriptors: Secondary School Mathematics, Secondary School Students, Secondary School Teachers, Geometric Concepts