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Anthony, Jason L. – Journal of Research on Educational Effectiveness, 2016
This study evaluated Earobics Step 1, a commercial literacy program, and examined whether impact varied with children's school readiness and classroom instruction. Participants included 247 kindergarteners from 37 classrooms in nine Title 1 schools. Children were randomly assigned to receive 21 weeks of computerized instruction with Earobics or…
Descriptors: Literacy Education, Program Effectiveness, School Readiness, Randomized Controlled Trials
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Korkmaz, Özgen – Malaysian Online Journal of Educational Sciences, 2016
The aim of this study was to investigate the effect of the Scratch and Lego Mindstorms Ev3 programming activities on academic achievement with respect to computer programming, and on the problem-solving and logical-mathematical thinking skills of students. This study was a semi-experimental, pretest-posttest study with two experimental groups and…
Descriptors: Foreign Countries, College Students, Programming, Computer Science Education
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Pedersen, Mads Kock; Skyum, Birk; Heck, Robert; Müller, Romain; Bason, Mark; Lieberoth, Andreas; Sherson, Jacob F. – Physical Review Physics Education Research, 2016
A virtual learning environment can engage university students in the learning process in ways that the traditional lectures and lab formats cannot. We present our virtual learning environment "StudentResearcher," which incorporates simulations, multiple-choice quizzes, video lectures, and gamification into a learning path for quantum…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Quantum Mechanics
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Beckmann, Elizabeth A.; Mahanty, Sango – Australasian Journal of Educational Technology, 2016
This paper presents selected findings from a 5-year design-based research case study of the evolution of an online role play that allows postgraduate students to explore the complexities inherent in land rights negotiations between indigenous peoples and others. In the context of Laurillard's (2002) conversational framework and a design-based…
Descriptors: Foreign Countries, Graduate Students, Role Playing, Integrated Learning Systems
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Lee, Lena; Tu, Xintian – Computers in the Schools, 2016
As digital media devices have been increasingly used in early childhood educational settings, this study examined whether the iPad with a Vygotskian social development approach--namely, More Knowledgeable Other--can be integrated into low-income preschool classrooms to improve science learning. An analysis of variance was used to examine the…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Social Development
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Duvall, Matthew; Matranga, Anthony; Foster, Aroutis; Silverman, Jason – International Journal of Game-Based Learning, 2016
This study reports on the effects of a mobile game designed in conjunction with an art museum to develop children's understanding of line, shape, and color. Four researchers (two graduate students and two professors at a private university in the mid-Atlantic region of the United States) examined 8 children, ages 6 to 13, for conceptual change in…
Descriptors: Electronic Learning, Educational Experience, Grounded Theory, Research Methodology
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Wong, Lung-Hsiang; Hsu, Ching-Kun – Technology, Pedagogy and Education, 2016
This paper reports a novel, mobile-assisted, game-based learning design for Chinese character learning. In playing the "Chinese-PP" game in a 1:1 (one-device-per-student) setting, each of the 31 target students in Primary 3 (9 years old) is assigned a Chinese character component. A student may make use of his/her own and peers' character…
Descriptors: Foreign Countries, Primary Education, Elementary School Students, Grade 3
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Misfeldt, Morten; Zacho, Lis – Journal of Mathematics Teacher Education, 2016
In this article, we address how the design of educational scenarios can support teachers' adoption of both technology and open-ended projects indorsing creativity and innovation. We do that by describing how groups of teachers develop digital learning environments supporting using a combination of GeoGebra and Google sites. Both teachers and…
Descriptors: Mathematics, Mathematics Instruction, Vignettes, Teacher Collaboration
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Bajko, Robert; Hodson, Jaigris; Seaborn, Katie; Livingstone, Pamela; Fels, Deborah – Information Systems Education Journal, 2016
Gamification is an increasingly acceptable alternative to traditional classroom structures and practices that is based on the notion that games can be engaging to students. Gamification consists of applying game concepts such as challenges, rewards, and leaderboards to educational materials and courses. While gamification in the classroom is not…
Descriptors: Undergraduate Students, Multimedia Materials, Social Media, Student Participation
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Jose, G. Rexlin – Journal on English Language Teaching, 2015
Vocabulary is the gateway to knowledge that unlocks the doors of sublime ideas to the readers. The competency on the lexical items of language plays a significant role in learning a new concept. Any learner who has excellent command over the use of vocabulary excels in his/her study of different subjects. Vocabulary learning is one of the…
Descriptors: Vocabulary Development, Language Acquisition, Learning Strategies, English (Second Language)
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Roy, Anupama; Sharples, Mike – International Journal of Mobile and Blended Learning, 2015
This paper describes an investigatory project to pilot an SMS based game to enhance the training of peer educators of MSM (Males having Sex with Males) groups in India. The objective of this research was to increase the efficacy of the MSM peer educators by bridging the gap between the training needs and their real life experiences. An SMS based…
Descriptors: Foreign Countries, Pilot Projects, Peer Teaching, Educational Games
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Busch, Carsten; Claßnitz, Sabine; Selmanagic,, André; Steinicke, Martin – Electronic Journal of e-Learning, 2015
In 2010 1.1 million pupils took private lessons in Germany, with 25% of all German children by the age of 17 having attended paid private lessons at some point in their school career (Klemm & Klemm, 2010). The high demand for support for learning curricular content led us to consider an integrated solution that speeds up both the design of…
Descriptors: Foreign Countries, Educational Games, Educational Technology, Telecommunications
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Reynaud, Daniel; Northcote, Maria – Arts and Humanities in Higher Education: An International Journal of Theory, Research and Practice, 2015
This article explores the experiences of a lecturer and students in a class on the World Wars, where wargaming is used alongside traditional lecturing as a learning experience. It outlines the processes used and then evaluates the various kinds of learning, historical and other, that occur. Drawing on literature associated with history education…
Descriptors: College Students, War, Educational Games, History Instruction
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Kapralos, Bill; Fisher, Stephanie; Clarkson, Jessica; van Oostveen, Roland – Interactive Technology and Smart Education, 2015
Purpose: The purpose of this paper is to describe a novel undergraduate course on serious game design and development that integrates both game and instructional design, thus providing an effective approach to teaching serious game design and development. Very little effort has been dedicated to the teaching of proper serious game design and…
Descriptors: Design, Instructional Design, Teaching Methods, Video Technology
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Dijkman, Marieke A. M.; Harting, Janneke; van der Wal, Marcel F. – Health Education Journal, 2015
Background and objective: The Good Behaviour Game (GBG) has been shown to be effective in preventing childhood disruptive behaviours and their long-term unfavourable health-related outcomes. Like many other evidence-based preventive health programmes, however, its current use in Dutch primary schools is limited, and knowledge of the factors…
Descriptors: Foreign Countries, Mixed Methods Research, Observation, Semi Structured Interviews
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