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Smith, Carmen Petrick; Kenlan, Kris – Mathematics Teaching in the Middle School, 2016
Students' experiences with statistics and data analysis in middle school are often limited to little more than making and interpreting graphs. Although students may develop fluency in statistical procedures and vocabulary, they frequently lack the skills necessary to apply statistical reasoning in situations other than clear-cut textbook examples.…
Descriptors: Mathematics Instruction, Middle School Students, Secondary School Mathematics, Statistical Analysis
Gates, Alexander E.; Kalczynski, Michael J. – Journal of Geoscience Education, 2016
A hands-on game based upon principles of oil accumulation and drilling was highly effective at generating enthusiasm toward the geosciences in urban youth from underrepresented minority groups in Newark, NJ. Participating 9th-grade high school students showed little interest in the geosciences prior to participating in the oil game, even if they…
Descriptors: Urban Youth, Earth Science, Science Interests, Grade 9
Tansley, Carole; Hafermalz, Ella; Dery, Kristine – European Journal of Training and Development, 2016
Purpose: The purpose of this paper is to examine the relationship between the use of sophisticated talent selection processes such as gamification and training and development interventions designed to ensure that candidates can successfully navigate the talent assessment process. Gamification is the application of game elements to non-game…
Descriptors: Talent Development, Educational Games, Video Games, Computer Games
Trieb, Carolin-Anna – International Journal of Information and Learning Technology, 2016
Purpose: Acting in an increasingly complex and dynamic global world requires students to analyze and discuss professionally many of the international challenges that the world is facing due to globalization. The purpose of this paper is to describe and evaluate the implementation of information and learning technologies (ILTs) in the practical…
Descriptors: Foreign Countries, Global Approach, Holistic Approach, Case Studies
Game-Based Learning in Professional Development for Practicing Educators: A Review of the Literature
Meredith, Tamara R. – TechTrends: Linking Research and Practice to Improve Learning, 2016
Many game-based learning (GBL) researchers working in K-12 educational settings have supported the incorporation of gaming technologies into classroom practice, but little has been communicated about the effect of incorporating GBL into practicing K-12 educators' professional development. This review is a critical appraisal of the quantity and…
Descriptors: Professional Development, Elementary Secondary Education, Educational Games, Teacher Attitudes
Hooshyar, Danial; Ahmad, Rodina Binti; Yousefi, Moslem; Fathi, Moein; Abdollahi, Abbas; Horng, Shi-Jinn; Lim, Heuiseok – Educational Technology Research and Development, 2016
Nowadays, intelligent tutoring systems are considered an effective research tool for learning systems and problem-solving skill improvement. Nonetheless, such individualized systems may cause students to lose learning motivation when interaction and timely guidance are lacking. In order to address this problem, a solution-based intelligent…
Descriptors: Intelligent Tutoring Systems, Technology Integration, Educational Games, Formative Evaluation
Martincic, Cynthia J. – Information Systems Education Journal, 2016
Mobile application development is currently an important component of CS/IS education. Because of the rapid rate of change in the mobile application field, there are many websites that provide instructional material in tutorial format, but it is difficult to find a textbook that includes mobile application programming assignments and exercises.…
Descriptors: Undergraduate Students, Computer Science Education, Introductory Courses, Programming
Cutumisu, Maria; Schwartz, Daniel L. – International Association for Development of the Information Society, 2016
This paper presents a novel examination of the impact of students' feedback choices and performance on their feedback memory. An empirical study was designed to collect the choices to seek critical feedback from a hundred and six Grade 8 middle-school students via Posterlet, a digital assessment game in which students design posters. Upon…
Descriptors: Middle School Students, Public Schools, Feedback (Response), Student Evaluation
Yagci, Mustafa – Online Submission, 2016
The computer and internet technologies which show an immediate change and development, show its effect in educational field as well as all fields of life. One of the implementation areas of computer and internet technologies is the computer games. While the computer games provide recreational time to the users, it may provide environments for…
Descriptors: Efficiency, Educational Games, Computer Games, Technology Integration
McCarthy, Elizabeth; Tiu, Michelle; Li, Linlin – Technology, Knowledge and Learning, 2018
This paper presents two studies of transmedia interventions in the classroom. The two studies address how narrative-based transmedia curricular resources can support student learning in early mathematics. The studies were designed to identify the affordances (features and advantages) of transmedia-based learning in preschool and first grade…
Descriptors: Elementary School Mathematics, Mathematics Instruction, Multimedia Instruction, Preschool Children
Sung, Han-Yu; Hwang, Gwo-Jen – Interactive Learning Environments, 2018
Researchers have recognized the potential of educational computer games in improving students' learning engagement and outcomes; however, facilitating effective learning behaviors during the gaming process remains an important and challenging issue. In this paper, a collaborative knowledge construction strategy was incorporated into an educational…
Descriptors: Educational Technology, Technology Uses in Education, Computer Games, Teaching Methods
Chen, Zhi-Hong; Lee, Shu-Yu – Educational Technology & Society, 2018
This paper describes the development of an educational game, named My-Pet-Shop, to enhance young children's learning of English vocabulary. The educational game is underpinned by an application-driven model, which consists of three components: application scenario, subject learning, and learning regulation. An empirical study is further conducted…
Descriptors: Educational Games, Young Children, Elementary School Students, Grade 4
Wen, Yun – Educational Technology & Society, 2018
This paper discusses the design of a digital Chinese character composition game with the paper-interface named as ARC (Augmented Reality-based Chinese Characters) and its implementation in a Singapore primary school. The ARC game is designed to help beginning Chinese as second language (L2) learners to develop Chinese orthographic knowledge and…
Descriptors: Second Language Learning, Chinese, Educational Games, Writing (Composition)
Rogers, Teresa Mandrell – ProQuest LLC, 2018
The purpose of this qualitative exploratory case study was to examine the perceived obstacles that contribute to the achievement gap between White and Black middle school mathematics students and the instructional strategies that help combat these obstacles of middle school mathematics teachers. The study investigated how middle-school educators…
Descriptors: Mathematics Instruction, Mathematics Achievement, Middle School Teachers, Mathematics Teachers
Schofield, Damian – Journal of Information Technology Education: Innovations in Practice, 2014
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a spectrum of…
Descriptors: Computer Games, Technology Uses in Education, Educational Games, Simulated Environment

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