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Psotka, Joseph – Educational Technology & Society, 2013
New technologies often have the potential for disrupting existing established practices, but nowhere is this so pertinent as in education and training today. And yet, education has been glacially slow to adopt these changes in a large scale way, and innovations seem to be imposed mainly by students' and their changing social lifestyles than…
Descriptors: Educational Games, Educational Technology, Learning Modules, Virtual Classrooms
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Kuhn, Deanna; Zillmer, Nicole; Crowell, Amanda; Zavala, Julia – Cognition and Instruction, 2013
We examine how extended engagement in argumentation with peers leads to enhanced metalevel understanding of argumentive discourse. Following such engagement, young adolescents demonstrated enhanced understanding of counterargument and use of evidence as objectives of skilled argumentation, relative to a nonparticipating comparison group. Among the…
Descriptors: Persuasive Discourse, Metacognition, Peer Relationship, Early Adolescents
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Wong, Lung-Hsiang; Hsu, Ching-Kun; Sun, Jizhen; Boticki, Ivica – Educational Technology & Society, 2013
This paper reports the impacts of spontaneous student grouping to develop young students' orthographic awareness in the process of learning Chinese characters. A mobile-assisted Chinese character forming game is used to assign each student a Chinese character component on their smartphones through a wireless network. Fifteen Singaporean students,…
Descriptors: Grouping (Instructional Purposes), Teaching Methods, Chinese, Educational Games
Stewart, Phillip Michael, Jr. – ProQuest LLC, 2013
Games in science education is emerging as a popular topic of scholarly inquiry. The National Research Council recently published a report detailing a research agenda for games and science education entitled "Learning Science Through Computer Games and Simulations" (2011). The report recommends moving beyond typical proof-of-concept…
Descriptors: Science Instruction, Educational Games, Computer Games, Computer Simulation
Hadi, Marham Jupri; Arante, Lalu Teguh – Online Submission, 2015
This case study aimed at identifying barriers encountered by an English teaching who taught in a large class and how he dealt with them. The participant of this study was an English teacher in a private owned school and the number of students he taught was more than 30, which is considered a large class for language learning. An in-depth interview…
Descriptors: Barriers, Second Language Instruction, English (Second Language), Large Group Instruction
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Gordon, Michal; Gordon, Goren – Physics Education, 2010
The computer game of quantum minesweeper is introduced as a quantum extension of the well-known classical minesweeper. Its main objective is to teach the unique concepts of quantum mechanics in a fun way. Quantum minesweeper demonstrates the effects of superposition, entanglement and their non-local characteristics. While in the classical…
Descriptors: Quantum Mechanics, Computers, Video Games, Science Instruction
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Wang, Wan-Ling; Shih, Shen-Guan; Chien, Sheng-Fen – International Journal of Technology and Design Education, 2010
Knowledge-sharing and resource exchange are the key to the success of collaborative design learning. In an architectural design studio, design knowledge entails learning efforts that need to accumulate and recombine dispersed and complementary pieces of knowledge. In this research, firstly, "Knowledge Trading Game" is proposed to be a way for…
Descriptors: Building Design, Protocol Analysis, Architectural Education, Teaching Methods
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Lord, Joshua – Science and Children, 2010
Diversity in habitats on Earth is astounding--whether on land or in the sea--and this is in part due to symbiosis. The lesson described in this article helps students understand how symbiosis affects different organisms through a fun and engaging game where they match hosts and symbionts based on their respective needs. This 45-minute lesson is…
Descriptors: Biology, Science Instruction, Teaching Methods, Food
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Razak, Aishah Abdul; Connolly, Thomas M.; Hainey, Thomas – International Journal of Game-Based Learning, 2012
A radical reform in education has happened in Scotland by introducing a new curriculum known as the Curriculum for Excellence (CfE). This new curriculum promotes active learning, including use of digital games-based learning (DGBL) technology. This paper presents the findings from a survey which aimed to gauge the use of DGBL in Scottish primary…
Descriptors: Teacher Attitudes, Teaching Methods, Educational Technology, Technology Uses in Education
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Groff, Jennifer S.; Howells, Cathrin; Cranmer, Sue – International Journal of Game-Based Learning, 2012
The main focus of this research project was to identify the educational benefits of console game-based learning in primary and secondary schools. The project also sought to understand how the benefits of educational gaming could transfer to other settings. For this purpose, research was carried out in classrooms in Scotland to explore learning…
Descriptors: Foreign Countries, Educational Benefits, Educational Games, Video Games
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Prahmana, Rully Charitas Indra; Zulkardi; Hartono, Yusuf – Indonesian Mathematical Society Journal on Mathematics Education, 2012
Several previous researches showed that students had difficulty in understanding the basic concept of multiplication. Students are more likely to be introduced by using formula without involving the concept itself. This underlies the researcher to design a learning trajectory of learning multiplication using Permainan Tradisional Tepuk Bergambar…
Descriptors: Foreign Countries, Elementary School Mathematics, Elementary School Students, Grade 3
Phillips, Vicki; Popovic, Zoran – Phi Delta Kappan, 2012
There is increasing evidence that games provide good learning environments, particularly in their ability to drive tenacity and intrinsic motivation, two key characteristics needed for student success. Advancing technology now enables games to also serve as assessments with real-time data that gives teachers the ability to have immediate…
Descriptors: Educational Technology, Motivation, Individualized Instruction, Games
Sims, Christopher Otter – ProQuest LLC, 2012
This dissertation presents an ethnographic account of the launch of "The Downtown School for Design, Media, and Technology," one of the most prominent American school reform projects in recent years. Drawing on popular accounts about children and young people's pervasive affinity for digital media, and especially video games, the…
Descriptors: Ethnography, Educational Change, Educational Technology, Video Games
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Witherspoon, Lisa; Manning, John P. – American Journal of Play, 2012
The authors examine technology-driven games--especially active gaming--as an evolving form of children's play. They offer an overview of play and its developmental benefits, describe the literature on the emergence of technology-driven play, and reflect on the diminishment of physical play in contemporary culture. They suggest that active gaming,…
Descriptors: Play, Educational Games, Computer Games, Video Games
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Bizzocchi, Jim; Tanenbaum, Joshua – Bulletin of Science, Technology & Society, 2012
Digital games have matured substantially as a narrative medium in the last decade. However, there is still much work to be done to more fully understand the poetics of story-based-games. Game narrative remains an important issue with significant cultural, economic and scholarly implications. In this article, we undertake a critical analysis of the…
Descriptors: Discourse Communities, Case Studies, Computer Games, Video Games
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