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Reddick, Ronica; Smith, Daniel Leeman – Teaching Artist Journal, 2020
In this article, we present a case study review of an educational, semi-collaborative role-playing game designed to provide participants the opportunity to practice soft skills identified by industry leaders as vital to one's success in the business sector. We discuss the successes of using theatre techniques as a gymnasium for social emotional…
Descriptors: Role Playing, Educational Games, Theater Arts, Social Emotional Learning
Russo, James; Russo, Toby – Australian Primary Mathematics Classroom, 2020
Regular contributors James and Toby Russo return with a sixth principle for educationally-rich mathematical games--almost all mathematical games have the potential to be transformed into an investigation. This article builds on their earlier piece with Leicha A Bragg (APMC 23(3), 30-34). [For "Five Principles of Educationally Rich…
Descriptors: Educational Games, Mathematics Instruction, Elementary School Teachers, Foreign Countries
DeWitt, Sara – ZERO TO THREE, 2020
This article provides an overview of the PBS KIDS production process and discusses how the network approaches the creation of educational media for children in this digital, multiplatform age. Multiple research studies show that children can benefit from highquality video and digital games, especially when parents also engage with that media…
Descriptors: Educational Television, Educational Games, Young Children, Handheld Devices
Groves, Emily A.; Austin, Jennifer L. – School Psychology Review, 2020
The Good Behavior Game (GBG) is a classroom management intervention whereby students earn points toward a particular criterion to "win" the game. Typically, students know the criterion at the start of the game. However, this approach may cause behavior to deteriorate if, during the game, students believe that they have already won or…
Descriptors: Student Behavior, Behavior Problems, Educational Games, Classroom Techniques
VanMaaren, Victoria; Daniels, Stephanie; Ignacio, Peter; McCurdy, Merilee; Skinner, Christopher H. – Journal of Positive Behavior Interventions, 2020
Inappropriate behaviors are common during hallway transitions. Researchers have successfully reduced hallway transition times using the Timely Transitions Game, which involves applying interdependent group rewards delivered contingent upon a class's transition time. A multiple-baseline design was used to evaluate effects of a modified Timely…
Descriptors: Student Behavior, Behavior Problems, Elementary School Students, Positive Behavior Supports
Zaragas, Harilaos K.; Pliogou, Vassiliki – Education 3-13, 2020
The purpose of this study was to observe record and evaluate the psychomotor development and its relationship to children's gender and age on attending public and private kindergartens in Greece. The sample consisted of 898 children (487 boys' 54% and 411 girls 46%) aged 64 ± 9 months from 64 kindergarten schools. A set of 18 MOT tests Zimmer and…
Descriptors: Psychomotor Skills, Kindergarten, Gender Differences, Foreign Countries
Forsyth, Carol M.; Graesser, Arthur; Millis, Keith – Technology, Knowledge and Learning, 2020
The current study investigated predictors of shallow versus deep learning within a serious game known as Operation ARA. This game uses a myriad of pedagogical features including multiple-choice tests, adaptive natural language tutorial conversations, case-based reasoning, and an E-text to engage students. The game teaches 11 topics in research…
Descriptors: Educational Games, Predictor Variables, Evidence Based Practice, Learning Analytics
Ponomarenko, Alexey N.; Svirina, Ekaterina M. – Statistics Education Research Journal, 2020
Typically, training in Russia for professionals includes school, university, and postgraduate education. People make their choice regarding university or job after school, and they choose jobs after university. These are very sensitive matters. Help in making the right choice is a real asset. The Russian Association of Statisticians (RASt) is an…
Descriptors: Foreign Countries, Statistics, Mathematics Education, Professional Associations
Coleman, Thomas E.; Money, Arthur G. – Higher Education: The International Journal of Higher Education Research, 2020
Student-centred learning forms a major driver behind educational policy and practice in the modern day. With a drive towards embracing the possibilities of technology within the classroom, especially digital video games, it is vital to have an understanding of where such games are delivering and where their potential has yet to be explored. With…
Descriptors: Student Centered Learning, Educational Games, Computer Games, Video Games
Wahdan, Mohammed – Online Submission, 2020
This research project is an ambitious scheme to dissect in some detail and to put and implement an appropriate remedial strategy/s to an educational dilemma facing young English language learners. In specific stage through their academic progress, some students face reading fluency problem. Special concern is given in this research to those…
Descriptors: Educational Games, Reading Difficulties, Reading Fluency, Grade 5
Owen Gottlieb; Ian Schreiber – International Journal of Designs for Learning, 2020
Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on…
Descriptors: Game Based Learning, Educational Games, History Instruction, Design
Lambert, Richard G. – Center for Educational Measurement and Evaluation, 2023
This study sought to investigate whether there were performance differences between the children who engaged with the Ignite by Hatch™ educational gaming system using the English- or Spanish-language versions of the games. Differential item functioning methods (DIF) were employed to investigate these differences. Specifically, DIF analyses can…
Descriptors: Comparative Analysis, Educational Games, Spanish, English
Milkova, Eva; Pekarkova, Simona; Azim, Muhammad; Jabin, Bushra – Interactive Learning Environments, 2023
School readiness is recognized as one of the key starting points for children's further success in their school work and in their subsequent career. However, many kindergarten teachers still miss and long for a comprehensive, reliable and standardized diagnostic tool which could help them recognize the level of children's school readiness. That is…
Descriptors: Educational Games, School Readiness, Aptitude Tests, Computer Assisted Testing
Pellas, Nikolaos – Journal of Computer Assisted Learning, 2023
Background: Owing to the exponential growth of three-dimensional (3D) environments amongst researchers and educators to create simulation games (SGs) in primary education, there is a growing interest to examine their potential support in computer science courses instead of visual programming environments. Objectives: This study explores the…
Descriptors: Computation, Thinking Skills, Programming, Skill Development
Teke, Hacer; Sever, Gulsah – International Journal of Education and Literacy Studies, 2023
The aim of this study is to reveal the applications for the tools, methods, and strategies used to provide motivation in online instrument education in line with the opinions of instrument educators. In the study, interview, observation, and literature review, which are among the qualitative research methods, were used. Within the scope of the…
Descriptors: Student Motivation, Musical Instruments, Music Education, Online Courses

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