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Marchetti, Emanuela; Valente, Andrea – International Journal of Game-Based Learning, 2016
This study is a cooperation between the authors and a teacher who works with pupils affected by autism spectrum disorders (9-12 years old) in a primary Danish school. The aim was assess the benefits of game-based learning with respect to teachers' main challenges: facilitating the discussion of curricular subjects and enabling learning through…
Descriptors: Museums, Video Technology, Art Products, Autism
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Trujillo, Karen; Chamberlin, Barbara; Wiburg, Karin; Armstrong, Amanda – Technology, Knowledge and Learning, 2016
This article captures the evolution of research goals and methodologies used to assess the effectiveness and impact of a set of mathematical educational games and animations for middle-school aged students. The researchers initially proposed using a mixed model research design of formative and summative measures, such as user-testing,…
Descriptors: Educational Games, Evaluation Methods, Instructional Effectiveness, Mathematics Instruction
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Saltan, Fatih – Universal Journal of Educational Research, 2016
The study investigated pre-service ICT teachers' perceptions of algorithm visualization (AV) with regard to appropriateness of teaching levels and contribution to learning and motivation. In order to achieve this aim, a qualitative case study was carried out. The participants consisted of 218 pre-service ICT teachers from four different…
Descriptors: Preservice Teachers, Computer Science Education, Mathematics, Visualization
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Bassok, Daphna; Finch, Jenna E.; Lee, RaeHyuck; Reardon, Sean F.; Waldfogel, Jane – AERA Open, 2016
This study compares the early life experiences of kindergarteners in 1998 and 2010 using two nationally representative data sets. We find that (a) young children in the later period are exposed to more books and reading in the home, (b) they have more access to educational games on computers, and (c) they engage with their parents more, inside and…
Descriptors: Early Childhood Education, Kindergarten, Preschool Children, Experience
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Grimshaw, Jennica; Cardoso, Walcir; Waddington, David – Research-publishing.net, 2016
This study examines the development of oral fluency in a Computer-Mediated Communication (CMC) environment that uses a "shouting" digital game as a pedagogical tool: Spaceteam ESL4. Spaceteam ESL is a game for mobile devices that involves time-sensitive aural exchanges among players (English learners), with great potential to promote…
Descriptors: Second Language Instruction, Teaching Methods, Computer Assisted Instruction, Computer Games
Lee, Sungwoong – ProQuest LLC, 2016
Reports and surveys by the U.S. government and international organizations have repeatedly acknowledged the achievement problem in math in K-12 regardless of various efforts (e.g., by the U.S. Department of Education) to diminish it. To address the problem in math achievement in K-12, teachers, scholars, and the U.S. government have developed…
Descriptors: Mathematics Achievement, Elementary Secondary Education, Intervention, Video Games
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Frahm, Bruce – Mathematics Teacher, 2013
Educational games provide a fun introduction to new material and a review of mathematical algorithms. Specifically, games can be designed to assist students in developing mathematical skills as an incidental consequence of the game-playing process. The programs presented in this article are adaptations of board games or television shows that…
Descriptors: Educational Games, Graphing Calculators, Mathematics Activities, Class Activities
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Goldsworthy, Anne – Primary Science, 2013
Many teachers seem to have followed the "dunking theory." That is, they dunk their children in a variety of investigations and hope that through their practical work they will absorb a thorough understanding of enquiry skills. Children seem to have quite a good natural waterproof coating when it comes to absorbing scientific skills through…
Descriptors: Science Instruction, Inquiry, Hands on Science, Science Process Skills
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Squire, Kurt D. – Performance Improvement Quarterly, 2013
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…
Descriptors: Educational Technology, Models, Video Games, Problem Solving
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Homer, Ryan; Hew, Khe Foon; Tan, Cheng Yong – Educational Technology & Society, 2018
This paper reports the findings of a field experiment that gamified the classroom experience of elementary school ESL students by implementing digital badges-and-points which students could earn by achieving specific behavioral and learning goals. Altogether, 120 children in eight different classes participated in this study. Four of the classes…
Descriptors: Elementary School Students, English (Second Language), Recognition (Achievement), Educational Games
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Shivraj, Pooja; Geller, Leanne Ketterlin; Basaraba, Deni; Geller, Josh; Hatfield, Cassandra; Näslund-Hadley, Emma – Global Education Review, 2018
Research indicates that parental involvement in children's education is positively related to academic achievement in mathematics; however, there are few studies on the role of parental involvement in the context of developing countries. The purpose of this paper is to document the iterative development using design-based research (DBR) of a…
Descriptors: Instructional Materials, Material Development, Culturally Relevant Education, Parent Child Relationship
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Clark, Douglas B.; Sengupta, Pratim; Brady, Corey E.; Martinez-Garza, Mario M.; Killingsworth, Stephen S. – International Journal of STEM Education, 2015
Background: In this paper, we investigate the relationship between theory and design in the context of creating digital games to support children's development of scientific expertise. Synthesis: Theoretically, we consider two frameworks--Knowledge in Pieces (or KiP) and Science as Practice (or SaP). While KiP is a theory about the structure of…
Descriptors: Educational Games, Video Games, Computer Games, Science Education
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Ku, D. T.; Huang, Y.-H.; Hus, S. C. – Journal of Computer Assisted Learning, 2015
This study investigated how the integration of a game-based learning strategy and a tangible user interface (TUI) device improves the learning achievement of fifth-grade students in studying Chinese idioms. By using the sifting, and sorting, features of Sifteo Cubes, learners, via a gaming situation, manually composed the cubes to the correct…
Descriptors: Teaching Methods, Academic Achievement, Chinese, Educational Games
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Frederick-Jonah, Toinpere Mercy; Igbojinwaekwu, Patrick Chukwuemeka – Journal of Research in Education, 2015
This study investigated the effects of game and poem-enhanced instructional strategies on students' interest in mathematics. The moderating effects of verbal ability were also examined on the dependent variable. A quasi-experimental design was adopted. Three hundred and forty four students in the sixth year of their primary education (primary 6…
Descriptors: Teaching Methods, Educational Games, Poetry, Quasiexperimental Design
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Kwan, Alvin C. M.; Chu, Samuel K. W.; Hong, Athena W. L.; Tam, Frankie; Lee, Grace M. Y.; Mellecker, Robin – International Journal of Game-Based Learning, 2015
Current educational resources for sex education in Hong Kong are mainly designed to be used in classroom. They are mostly text-based and are unattractive to the most vulnerable adolescent group. As discussion on sex is still taboo in Chinese society, self-learning resources can supplement classroom teaching. This paper describes an interactive…
Descriptors: Sex Education, Foreign Countries, Teaching Methods, Educational Games
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