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Polly, Drew, Ed. – IGI Global, 2015
Common Core education standards establish a clear set of specific ideas and skills that all students should be able to comprehend at each grade level. In an effort to meet these standards, educators are turning to technology for improved learning outcomes. "Cases on Technology Integration in Mathematics Education" provides a compilation…
Descriptors: Technology Integration, Mathematics Instruction, Educational Technology, Spreadsheets
Smith, Peter, Ed. – Association Supporting Computer Users in Education, 2015
The Association Supporting Computer Users in Education (ASCUE) is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. ASCUE has a strong tradition of bringing its members together to pool their…
Descriptors: Workshops, Administrators, Educational Games, Access to Information
Squire, Kurt; Patterson, Nathan – Wisconsin Center for Education Research (NJ1), 2010
This paper explores the possibilities and challenges games and simulations pose for informal science education. The authors begin with a brief overview of the recent history of games and games research. They then attempt to clarify the distinctions between games and simulations. Next, they examine types of informal learning…
Descriptors: Informal Education, After School Programs, Science Education, Educational Games
Maloy, Robert W.; Edwards, Sharon A.; Anderson, Gordon – Journal of STEM Education: Innovations and Research, 2010
This article describes the use of "4MALITY", a web-based mathematics tutoring system, with 125 Massachusetts fourth graders and their teachers in three rural school districts during the 2007-2008 school year. At the outset, "4MALITY" was envisioned as a stand-alone web based system providing tutorial support to individual…
Descriptors: Rural Schools, Creative Writing, Problem Solving, Grade 4
DeVane, Ben; Durga, Shree; Squire, Kurt – E-Learning and Digital Media, 2010
Over the past several years, educators have been exploring the potential of immersive interactive simulations, or video games for education, finding that games can support the development of disciplinary knowledge, systemic thinking, the production of complex multimodal digital artifacts, and participation in affinity spaces or sites of collective…
Descriptors: Demand Occupations, Labor Needs, Leadership, Thinking Skills
Samanci, Osman – Social Studies, 2010
Elementary schools have a significant role in creating democratic attitudes and attainments in children. During elementary education, children are prepared for life, becoming familiar with rules in social life in addition to gaining academic knowledge and abilities. In this article, the importance of educating children about democracy in…
Descriptors: Elementary Schools, Democracy, Social Sciences, Democratic Values
St Clair-Thompson, Helen; Stevens, Ruth; Hunt, Alexandra; Bolder, Emma – Educational Psychology, 2010
Previous research has demonstrated close relationships between working memory and children's scholastic attainment. The aim of the present study was to explore a method of improving working memory, using memory strategy training. Two hundred and fifty-four children aged five to eight years were tested on measures of the phonological loop,…
Descriptors: Educational Practices, Short Term Memory, Arithmetic, Mnemonics
Honig, Alice Sterling – Young Children, 2010
Teachers of infants need a large bunch of key ideas and activities of all kinds to unlock in each child the treasures of loving kindness, thoughtful and eloquent use of language, intense active curiosity to learn, willingness to cooperate, and the deep desire to work hard to master new tasks. Teachers can tune in to each child's special…
Descriptors: Altruism, Caregivers, Infants, Infant Care
Lopez, Jose M. Cuenca; Caceres, Myriam J. Martin – Computers & Education, 2010
The new technologies make the appearance of highly motivating and dynamic games with different levels of interaction possible, in which large amounts of data, information, procedures and values are included which are intimately bound with the social sciences. We set out from the hypothesis that videogames may become interesting resources for their…
Descriptors: Video Games, Social Sciences, Educational Games, Instructional Material Evaluation
Hsu, Hui-Yin; Wang, Shiang-Kwei – Simulation & Gaming, 2010
The use of games in educational contexts has recently received growing attention; however, many teachers struggle with finding a right context to adopt games in the classroom. To strengthen teachers' beliefs about the educational value of games, this article explains the similarities and differences between new literacies and gaming literacy and…
Descriptors: Educational Games, Video Games, Computer Uses in Education, Technological Literacy
Rupp, Andre A.; Gushta, Matthew; Mislevy, Robert J.; Shaffer, David Williamson – Journal of Technology, Learning, and Assessment, 2010
We are currently at an exciting juncture in developing effective means for assessing so-called 21st-century skills in an innovative yet reliable fashion. One of these avenues leads through the world of "epistemic games" (Shaffer, 2006a), which are games designed to give learners the rich experience of professional practica within a discipline.…
Descriptors: Research Methodology, Educational Research, Evaluation Methods, Educational Games
Lotherington, Heather; Ronda, Natalia Sinitskaya – Canadian Journal of Learning and Technology, 2009
This paper outlines a case study conducted in two public schools in the greater Toronto area as a complementary component of a multisite experimental study exploring educational game development as a learning activity for motivating and engaging students in curriculum-related literacy activities (Owston et al., 2007). Researchers studied children…
Descriptors: Educational Games, Sentence Structure, Geography, Grade 4
Jiau, H. C.; Chen, J. C.; Ssu, Kuo-Feng – IEEE Transactions on Education, 2009
Game-based assignments typically form an integral component of computer programming courses. The effectiveness of the assignments in motivating students to carry out repetitive programming tasks is somewhat limited since their outcomes are invariably limited to a simple win or loss scenario. Accordingly, this paper develops a simulation…
Descriptors: Self Motivation, Programming, Educational Games, Computer Simulation
Davidson, Jean H.; Preez, Leanne Du; Gibb, Matthew W.; Nel, Etienne L. – Journal of Geography in Higher Education, 2009
This paper presents the results of a simulation exercise designed to explore and understand the implications of trying to survive in a marginal and poverty-stricken African community. The aim of the simulation was to create an approximation of a community involved in an income-generating project, akin to a Public Works Programme. This project…
Descriptors: Geography Instruction, Poverty, Demography, Foreign Countries
Hammer, Jessica; Black, John – Educational Technology, 2009
What makes games effective for learning? The authors argue that games provide vicarious experiences for players, which then amplify the effects of future, formal learning. However, not every game succeeds in doing so! Understanding why some games succeed and others fail at this task means investigating both a given game's design and the…
Descriptors: Educational Games, Teaching Methods, Experiential Learning, Play

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