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Echeverria, Alejandro; Garcia-Campo, Cristian; Nussbaum, Miguel; Gil, Francisca; Villalta, Marco; Amestica, Matias; Echeverria, Sebastian – Computers & Education, 2011
The progress registered in the use of video games as educational tools has not yet been successfully transferred to the classroom. In an attempt to close this gap, a framework was developed that assists in the design and classroom integration of educational games. The framework addresses both the educational dimension and the ludic dimension. The…
Descriptors: Educational Games, Pretests Posttests, Cooperative Learning, Science Instruction
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Ornaghi, Veronica; Brockmeier, Jens; Grazzani Gavazzi, Ilaria – Journal of Cognition and Development, 2011
In this study the authors investigated whether training preschool children in the use of mental state lexicon plays a significant role in bringing about advanced conceptual understanding of mental terms and improved performance on theory-of-mind tasks. A total of 70 participants belonging to two age groups (3 and 4 years old) were randomly…
Descriptors: Theory of Mind, Experimental Groups, Control Groups, Language Role
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Young, Shelley Shwu-Ching; Wang, Yi-Hsuan – Educational Technology & Society, 2014
The aim of this study is to make a new attempt to explore the potential of integrating game strategies with automatic speech recognition technologies to provide learners with individual opportunities for English pronunciation learning. The study developed the Game Embedded CALL (GeCALL) system with two activities for on-line speaking practice. For…
Descriptors: Computer Assisted Instruction, Second Language Learning, Pronunciation, Educational Technology
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Admiraal, Wilfried; Huizenga, Jantina; Heemskerk, Irma; Kuiper, Els; Volman, Monique; ten Dam, Geert – International Journal of Inclusive Education, 2014
Boys show a stronger preference for digital entertainment games than girls. For this reason, it may be that game-based learning is more acceptable to boys than to girls. Yet game-based learning might improve the performance of both boys and girls, depending upon the instructional design. In a quasi-experimental study with a secret-trail game,…
Descriptors: Gender Differences, Educational Games, Teaching Methods, Quasiexperimental Design
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Huang, Ronghuai, Ed.; Kinshuk, Ed.; Chen, Nian-Shing, Ed. – Lecture Notes in Educational Technology, 2014
The book addresses the main issues concerned with the new development of learning processes, innovative pedagogical changes, the effects of new technologies on education, future learning content, which aims to gather the newest concepts, research and best practices on the frontiers of technology enhanced learning from the aspects of learning,…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Computer Software
Keller, Cara M. – ProQuest LLC, 2012
The purpose of this qualitative evaluative case study was to gain insight into how students perceived the efficacy of using games to address their science literacy concerns. Scientists in the United States are concerned with the lack of science literacy. The No Child Left Behind Act of 2001 requires proficiency in reading, mathematics, language…
Descriptors: Student Attitudes, Scientific Literacy, Science Instruction, Qualitative Research
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Forrest, Gregory John; Wright, Jan; Pearson, Phil – Physical Education and Sport Pedagogy, 2012
Background: The move for educational reform to improve student outcomes and learning has been the subject of ongoing debate over the last 15 years in Australia and internationally. In Australia, Game Centred Approaches (GCA) such as Game Sense have been positioned by advocates as having the capacity to achieve these characteristics in physical…
Descriptors: Physical Education, Student Teacher Attitudes, Course Content, Educational Change
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Hwang, Gwo-Jen; Wu, Po-Han; Chen, Chi-Chang – Computers & Education, 2012
In this paper, an online game was developed in the form of a competitive board game for conducting web-based problem-solving activities. The participants of the game determined their move by throwing a dice. Each location of the game board corresponds to a gaming task, which could be a web-based information-searching question or a mini-game; the…
Descriptors: Internet, Natural Sciences, Problem Solving, Science Curriculum
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What Works Clearinghouse, 2010
"ClassWide Peer Tutoring" is a teaching strategy that involves the entire class in tutoring using a game format. "ClassWide Peer Tutoring" typically uses existing curriculum materials and can be adapted across different grade levels and content areas. The class is divided into two competing teams, and pairs of students are…
Descriptors: Educational Research, Instructional Effectiveness, Intervention, Peer Teaching
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Toe, Dianne M.; Paatsch, Louise E. – Journal of Deaf Studies and Deaf Education, 2010
Communication is frequently characterized by a sequence of questions and answers. Little is known about how well students who are deaf or hard of hearing (deaf/HH) understand their hearing classmates in the context of an inclusive setting. This study explored the communication skills used by deaf/HH children when asking and answering questions in…
Descriptors: Hearing Impairments, Deafness, Communication Skills, Skill Development
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Park, Andreas – Journal of Economic Education, 2010
In goods markets, an equilibrium price balances demand and supply. In a financial market, an equilibrium price also aggregates people's information to reveal the true value of a financial security. Although the underlying idea of informationally efficient markets is one of the centerpieces of capital market theory, students often have difficulties…
Descriptors: Economics Education, Experiential Learning, Educational Games, Microeconomics
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Dunst, Carl J.; Raab, Melinda; Trivette, Carol M.; Wilson, Linda L.; Hamby, Deborah W.; Parkey, Cindy – Intellectual and Developmental Disabilities, 2010
Findings from 2 studies of the relationship between response-contingent child behavior and child, caregiver-child, and caregiver behavior not directly associated with child contingency learning are described. The participants were 19 children with significant developmental delays and their mothers in 1 study and 22 children with significant…
Descriptors: Behavior Problems, Caregivers, Child Behavior, Developmental Delays
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Huang, Wen-Hao; Huang, Wen-Yeh; Tschopp, Jill – Computers & Education, 2010
Digital game-based learning (DGBL) has become a viable instructional option in recent years due to its support of learning motivation. Recent studies have mostly focused on identifying motivational factors in digital games (e.g., curiosity, rules, control) that support intrinsic motivation. These findings, however, are limited in two fronts.…
Descriptors: Undergraduate Students, Learning Motivation, Program Effectiveness, Instructional Materials
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Gunter, Glenda A.; Kenny, Robert F.; Vick, Erik H. – Educational Technology Research and Development, 2008
We are witnessing a mad rush to pour educational content into games in an ad hoc manner in hopes that player/learners are motivated simply because the content is housed inside a game. A failure to base educational game design on well-established learning and instructional theories increases the risk of the game failing to meet its intended…
Descriptors: Educational Games, Design, Evaluation, Models
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Ho, Curtis, Ed.; Lin, Grace, Ed. – Association for the Advancement of Computing in Education, 2015
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "E-Learn 2015: World Conference on E-Learning" took place in Kona,…
Descriptors: Electronic Learning, Educational Technology, Computer Science, Concept Formation
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