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Cramer, Jenny Christine – North American Chapter of the International Group for the Psychology of Mathematics Education, 2014
Argumentation and proof have been in the focus of attention in mathematics education research for several decades. While it has often been pointed out that it is important to give argumentation a prominent position in the mathematics classroom, it is far from clear how to teach argumentation, particularly to students from non-privileged…
Descriptors: Persuasive Discourse, Educational Philosophy, Logical Thinking, Mathematics Education
Mentor, Dominic, Ed. – IGI Global, 2019
Mobile learning is an educational strategy that uses mobile technologies in order to promote and enable learning. Mobile learning also encompasses efforts to support broad educational goals across numerous fields as it caters to the effective administration of learning systems and more improved communication between educational institutions,…
Descriptors: Electronic Learning, Handheld Devices, Experiential Learning, Cooking Instruction
Bahatheg, Raja Omar – International Education Studies, 2015
This research tries to investigate the technical contribution on improving the social interaction of hearing-impaired children from low income families in Saudi Arabia. It compares the social interaction skills of hearing-impaired children who do and do not have access to iPads. To achieve the goals of the study; seventeen children aged five years…
Descriptors: Handheld Devices, Educational Technology, Hearing Impairments, Foreign Countries
Host, Erin; Baynham, Emily; McMaster, Heather – Australian Primary Mathematics Classroom, 2015
Ever wondered how to use technology to teach angles? This article follows on from an earlier article published last year, providing a range of ideas for integrating technology and concrete materials with the teaching of angle concepts. The authors also provide a comprehensive list of free online games and learning objects that can be used to teach…
Descriptors: Geometry, Geometric Concepts, Educational Practices, Technology Uses in Education
Van Eck, Richard N.; Guy, Mark; Young, Timothy; Winger, Austin T.; Brewster, Scott – Technology, Knowledge and Learning, 2015
The need for science, technology, engineering, and mathematics majors for our future workforce is growing, yet fewer students are choosing to major in science, technology, engineering, and mathematics areas, and many are underprepared, in part because elementary school preservice teachers are also underprepared. This National Science…
Descriptors: Video Games, STEM Education, Teacher Competencies, Preservice Teachers
Jerman Blažic, Andrej; Džonova Jerman Blažic, Borka – Journal of Educational Computing Research, 2015
This article explores existing attempts to design a comprehensive and complex taxonomy framework for an educational business game intended to categorize and evaluate various properties. The identified missing elements in the current proposed taxonomies were used as a starting point for the design of a new category that addresses the game's…
Descriptors: Educational Games, Business, Business Education, Taxonomy
Cozine, Keith – British Journal of Educational Studies, 2015
Students of homeland security need to grasp a diverse body of knowledge and have a keen understanding of the variety of events and issues that impact how they can apply that knowledge. The goal of higher education should not just be about imparting knowledge but also about giving students tools and skill sets to "think interestingly" to…
Descriptors: Educational Games, Teaching Methods, National Security, Critical Thinking
Thompson, Derek – PRIMUS, 2015
The primary goal of this paper is to highlight the possibilities and benefits of incorporating games into college mathematics classrooms. This is illustrated through the personal success of using the board game "The Resistance" to teach validity and soundness of arguments in a discrete mathematics course. Along the way, we will give some…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Mathematical Concepts
Cheng, M.-T.; She, H.-C.; Annetta, L. A. – Journal of Computer Assisted Learning, 2015
Many studies have shown the positive impact of serious educational games (SEGs) on learning outcomes. However, there still exists insufficient research that delves into the impact of immersive experience in the process of gaming on SEG-based science learning. The dual purpose of this study was to further explore this impact. One purpose was to…
Descriptors: Science Instruction, Educational Games, Technology Uses in Education, Educational Technology
Franciosi, Stephan J.; Mehring, Jeffrey – Research-publishing.net, 2015
Studies suggest that simulations and games not only improve target language skills, but they can also support knowledge creation regarding a broader variety of topics. Thus, we wanted to explore how playing an online simulation game affected knowledge of energy supply and its relationship to environmental and economic factors among learners of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Educational Games
Wu, Ting-Ting; Huang, Yueh-Min – Educational Technology & Society, 2017
English learning has become a vital educational strategy in many non-English-speaking countries. Vocabulary is a critical element for language learners. Therefore, developing sufficient vocabulary knowledge enables effective communication. However, learning a foreign language is difficult and stressful. In addition, memorizing English vocabulary…
Descriptors: Foreign Countries, College Freshmen, Second Language Learning, Second Language Instruction
Iwamoto, Darren H.; Hargis, Jace; Taitano, Erik Jon; Vuong, Ky – Turkish Online Journal of Distance Education, 2017
Lower than expected high-stakes examination scores were being observed in a first-year general psychology class. This research sought an alternate approach that would assist students in preparing for high-stakes examinations. The purpose of this study was to measure the effectiveness of an alternate teaching approach based on the testing effect to…
Descriptors: Educational Technology, High Stakes Tests, College Freshmen, Introductory Courses
Manero, Borja; Torrente, Javier; Fernandez-Vara, Clara; Fernandez-Manjon, Baltasar – IEEE Transactions on Learning Technologies, 2017
This study examines the influence of players' age, gender, and gaming preferences and habits (from now on, "gaming preferences") on the effectiveness of a specific videogame that has been designed to increase the interest towards classical theater among teenagers. Using a validated instrument, participants were divided into four groups…
Descriptors: Computer Uses in Education, Gender Differences, Age Differences, Instructional Effectiveness
Martin-SanJose, Juan-Fernando; Juan, M. -Carmen; Mollá, Ramón; Vivó, Roberto – Interactive Learning Environments, 2017
Advanced displays and natural user interfaces (NUI) are a very suitable combination for developing systems to provide an enhanced and richer user experience. This combination can be appropriate in several fields and has not been extensively exploited. One of the fields that this combination is especially suitable for is education. Nowadays,…
Descriptors: Computer Interfaces, Visual Aids, Teaching Methods, Computer Games
Yeung, Siu-Kit; So, Wing-Mui Winnie; Cheng, Nga-Yee Irene; Cheung, Tsz-Yan; Chow, Cheuk-Fai – International Journal of Sustainability in Higher Education, 2017
Purpose: This paper aims to compare the learning outcomes of gaming simulation and guided inquiry in sustainability education on plastic waste management. The current study targets the identification of success factors in these teaching approaches. Design/methodology/approach: This study used a quasi-experimental design with undergraduate…
Descriptors: Sanitation, Plastics, Environmental Education, Sustainability

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