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Risley, Rachael; Hodkowski, Nicola M.; Tzur, Ron – North American Chapter of the International Group for the Psychology of Mathematics Education, 2015
This case study examined how a teacher's choice of numbers used in tasks designed to foster students' construction of a scheme for reasoning in multiplicative situations may afford or constrain their progression. This scheme, multiplicative double counting (mDC) is considered a significant conceptual leap from reasoning additively with units of…
Descriptors: Case Studies, Mathematics Instruction, Mathematics Teachers, Concept Formation
Nikolayev, Mariya – ProQuest LLC, 2015
This single-subject research study examined functional relation between digital games enriched with voice-overs and theory of mind (ToM) when game play was either followed or not followed by a discussion focused on the game's content. The study employed multiple baseline design across participants to evaluate the effects of games with mental state…
Descriptors: Preschool Children, Theory of Mind, Thinking Skills, Skill Development
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Donaldson, Jeanne M.; Wiskow, Katie M.; Soto, Paul L. – Journal of Applied Behavior Analysis, 2015
The Good Behavior Game (GBG) has been demonstrated to reduce disruptive student behavior during implementation. The effects of playing the GBG on disruption immediately before and after the GBG are unknown. The current study evaluated the effects of the GBG on disruption in 5 kindergarten classes immediately before, during, and after GBG…
Descriptors: Student Behavior, Behavior Problems, Functional Behavioral Assessment, Behavior Change
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Al-Bulushi, Ali H.; Al-Issa, Ali S. – International Journal of Instruction, 2017
Language learning games combine a number of linguistic, psychological and social elements that have been found to have considerable advantages and powerfully impact language learning and teaching. They are incorporated into language curricula to promote interactive engaging learning. This study investigates the role of games in the Omani ELT…
Descriptors: Second Language Learning, Second Language Instruction, Content Analysis, English (Second Language)
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Chang, Shao-Chen; Hwang, Gwo-Jen – Interactive Learning Environments, 2017
In this study, a mission synchronization-based peer-assistance approach is proposed to improve students' learning performance in digital game-based learning activities. To evaluate the effectiveness of the proposed approach, an experiment has been conducted in an elementary school natural science course to examine the participants' learning…
Descriptors: Educational Games, Computer Games, Peer Relationship, Cooperative Learning
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Gressick, Julia; Langston, Joel B. – Journal of the Scholarship of Teaching and Learning, 2017
There is a breadth of psychological research that points to potential cognitive benefits of game play. Games engage and motivate learners while promoting mastery of skills and content knowledge. Further, thoughtfully applying gaming elements and structures to classroom environments, an approach called gamification, has the potential to optimize…
Descriptors: Undergraduate Students, Educational Games, Educational Practices, Classroom Techniques
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Wilson, Scott Neal; Engler, Caroline E.; Black, Jessica E.; Yager-Elorriaga, Derik K.; Thompson, William Michael; McConnell, Andrae; Cecena, Javier Elizondo; Ralston, Ryan; Terry, Robert A. – International Journal of Game-Based Learning, 2017
In the 21st century, students have access to a plethora of information. As such, the skills required to access and effectively sort through this information (information literacy skills) become ever more important for success in both academic and non-academic settings. This study sought to assess the efficacy of two educational games designed to…
Descriptors: Educational Games, Computer Games, Information Literacy, Randomized Controlled Trials
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Rowland, Amber; Craig-Hare, Jana; Ault, Marilyn; Ellis, James; Bulgren, Janis – Educational Media International, 2017
In this article the authors share how social media, paired with gaming and in-class supports, can facilitate the practice of scientific argumentation and report data that show how students can learn and practice argumentation through these highly interactive and engaging mediums. Social media will continue to evolve and fluctuate in popularity,…
Descriptors: Social Media, Persuasive Discourse, Educational Technology, Technology Uses in Education
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Klimova, Blanka; Kacet, Jaroslav – Turkish Online Journal of Educational Technology - TOJET, 2017
Information and communication technologies (ICT) have become an inseparable part of people's lives. For children the use of ICT is as natural as breathing and therefore they find the use of ICT in school education as normal as the use of textbooks. The purpose of this review study is to explore the efficacy of computer games on language learning…
Descriptors: Teaching Methods, Computer Games, Instructional Effectiveness, Vocabulary Development
Zurek, Stacey – ProQuest LLC, 2017
The merits of gamification as a learner-centered pedagogy that positively influences learner engagement and motivation are widely established in the literature; yet, few studies have ventured beyond motivation to consider the impact gamification has on self-efficacy. Moreover, guidance for the effective design and development of gamified…
Descriptors: Formative Evaluation, Educational Research, Instructional Design, Self Efficacy
Machajewski, Szymon Tomasz – Online Submission, 2017
Between 2000 and 2016, the STEM industry reportedly added jobs at the rate of 28% while all jobs were growing at only 6%. However, 48% of bachelor's degree students and 69% of associate's degree students in STEM majors left their program of study between 2003 and 2009. The high attrition rate is often attributed to low student engagement, boredom,…
Descriptors: College Science, STEM Education, Introductory Courses, Case Studies
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Turan, Zeynep; Meral, Elif – Informatics in Education, 2018
The use of different tools in the field of education has become widespread with the developments in technology. Online student response systems are one of these tools. Online student response systems have been used for many years. In the last couple of years, game items have been added, and game-based online student response systems have started…
Descriptors: Audience Response Systems, Academic Achievement, Learner Engagement, Test Anxiety
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Rusman, Ellen; Ternier, Stefaan; Specht, Marcus – Educational Technology & Society, 2018
This article describes the theory-informed design of the "ELENA goes shopping" mobile game and reports on the evaluation of its effectiveness through a design research approach. The game aimed to foster young children's (aged 4-8) interest in a neighboring (geographically proximate) language and to familiarize them with its sounds,…
Descriptors: Young Children, Early Childhood Education, Second Language Learning, Educational Games
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Weaver, R. Glenn; Webster, Collin A.; Beets, Michael W.; Brazendale, Keith; Chandler, Jessica; Schisler, Lauren; Aziz, Mazen – Health Education & Behavior, 2018
This study examined the initial effects of a participatory-based, competency-/skill-building professional development workshop for physical education (PE) teachers on the use of physical activity (PA) promotion practices (e.g., eliminating lines, small-sided games) and students' moderate-to-vigorous physical activity (MVPA). A total of 823…
Descriptors: Physical Education, Physical Education Teachers, Physical Activity Level, Workshops
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Whalen, D. Joel – Business and Professional Communication Quarterly, 2018
This article, the first of a two-part series, offers readers 13 teaching innovations debuted at the 2017 Association for Business Communication's annual conference in Dublin, Ireland. Assignment topics presented here include communication strategy and message-packaging skills, deep communication insights, and career and personal development.…
Descriptors: Foreign Countries, Conferences (Gatherings), Professional Associations, Business Communication
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