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Kimberly D. Becker; Catherine P. Bradshaw; Celene Domitrovich; Nicholas S. Ialongo – Grantee Submission, 2013
This study explored the association between coaching and the implementation of the Good Behavior Game (GBG) by 129 urban elementary school teachers. Analyses involving longitudinal data on coaching and teacher implementation quality indicated that coaches strategically varied their use of coaching strategies (e.g., modeling, delivery) based on…
Descriptors: Coaching (Performance), Urban Schools, Elementary School Teachers, Program Implementation
Tysseling, Lee Ann – Stenhouse Publishers, 2012
The Internet is full of tools for vocabulary development, but the quality and usefulness for teachers and students vary greatly. With a traditionalist's respect for word knowledge and an adventurer's spirit for discovering new routes to learning, Lee Ann Tysseling shares an exciting array of technology-assisted resources that can boost students'…
Descriptors: Literacy, Semantics, Video Technology, Vocabulary
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Chen, Gwo-Dong; Chuang, Chi-Kuo; Nurkhamid; Liu, Tzu-Chien – Turkish Online Journal of Educational Technology - TOJET, 2012
In the context of classroom, it is possible to create a playground with digital technology beneficial for learning in spite of rising enthusiasm in incorporating educational games in classroom. This paper is an essay to describe a learning playground called Digital Learning Playground (DLP). It is essentially an application of digital technology…
Descriptors: Computer Uses in Education, Electronic Learning, Educational Games, Computer Simulation
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Gardner, Martin – College Mathematics Journal, 2012
This article is a slightly condensed reprint of Martin Gardner's very first "Mathematical Games" column (which appeared December 1956 in "Scientific American"). Here Gardner introduces flexagons (paper polygons folded from straight or crooked strips of paper which have the fascinating property of changing their faces when they are "flexed"),…
Descriptors: College Mathematics, Mathematics Instruction, Educational History, Educational Games
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O'Rourke, John; Main, Susan; Hill, Susan M. – Australian Journal of Teacher Education, 2017
In this paper we report on a study of the implementation of handheld game consoles (HGCs) in 10 Year four/five classrooms to develop student automaticity of mathematical calculations. The automaticity of mathematical calculations was compared for those students using the HGC and those being taught using traditional teaching methods. Over a school…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Video Games
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Mercer, Theresa G.; Kythreotis, Andrew P.; Robinson, Zoe P.; Stolte, Terje; George, Sharon M.; Haywood, Stephanie K. – International Journal of Sustainability in Higher Education, 2017
Purpose: The purpose of this paper is to discuss a novel life cycle approach to education for sustainable development (ESD) where the students become "design thinkers". Design/methodology/approach: A case study on the creation, development and utilisation of educational games by university students is presented. The paper discusses the…
Descriptors: Foreign Countries, Educational Games, Instructional Design, Play
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Erdogu Yilmaz, Sule – Online Submission, 2017
Teaching Turkish as a foreign language (TTFL) has recently gained much importance in modern life. For some reason, a large number of people and students with dissimilar background come from other countries so as to start off a new life primarily in Istanbul and/or many other cities in Turkey. Many of whom need to ensure their arrival and long term…
Descriptors: Second Language Instruction, Second Language Learning, Teaching Methods, Communicative Competence (Languages)
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Cheng, Meng-Tzu; Su, TzuFen; Huang, Wei-Yu; Chen, Jhih-Hao – British Journal of Educational Technology, 2014
The scientific concepts of human immunology are inherently complicated and extremely difficult to understand. Hence, this study reports on the development of an educational game entitled "Humunology" and examines the impact of using "Humunology" for learning how the body's defense system works. A total of 132 middle school…
Descriptors: Educational Games, Biology, Immunization Programs, Cognitive Processes
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Thomas, Catherine – English Teaching Forum, 2014
The author defines and describes authentic materials and discusses their benefits--citing the Input Hypothesis and the Output Principle in support of such materials--as well as some challenges of using authentic materials. Five categories of authentic materials are presented, and sources for materials and ways to use them in the EFL classroom are…
Descriptors: Relevance (Education), Instructional Materials, English (Second Language), English Language Learners
Kerr, Deirdre – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2014
Educational video games provide an opportunity for students to interact with and explore complex representations of academic content and allow for the examination of problem-solving strategies and mistakes that can be difficult to capture in more traditional environments. However, data from such games are notoriously difficult to analyze. This…
Descriptors: Identification, Misconceptions, Scoring Rubrics, Educational Games
Kerr, Deirdre Song – ProQuest LLC, 2014
Educational video games have the potential to be used as assessments of student understanding of complex concepts. However, the interpretation of the rich stream of complex data that results from the tracking of in-game actions is so difficult that it is one of the most serious blockades to the use of educational video games or simulations to…
Descriptors: Video Games, Educational Games, Data Collection, Data Analysis
Pasnik, Shelley; Llorente, Carlin – Education Development Center, Inc., 2014
This executive summary highlights findings from a larger study that is part of an interrelated series of studies included in the Ready To Learn summative evaluation being conducted by the Education Development Center, Inc.'s (EDC's) Center for Children and Technology and SRI Education's Center for Technology in Learning (EDC/SRI). The purpose of…
Descriptors: Multimedia Instruction, Mathematics Instruction, Problem Solving, Preschool Children
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Vate-U-Lan, Poonsri – International Journal of Game-Based Learning, 2015
This article reports an exploratory study which investigated attitudes towards the practice of game-based learning in teaching STEM (science, technology, engineering and mathematics) within a Thai educational context. This self-administered Internet-based survey yielded 169 responses from a snowball sampling technique. Three fifths of respondents…
Descriptors: Teaching Methods, STEM Education, Educational Games, Technology Uses in Education
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Gellar-Goad, T. H. M. – Arts and Humanities in Higher Education: An International Journal of Theory, Research and Practice, 2015
This article outlines an innovative approach to the instruction of foreign languages: a term-long role-playing game in the style of tabletop role-playing games such as "Dungeons & Dragons." Students adopt personas, avatars, or "player characters" and take them through adventures, exploration, puzzles, and fights with…
Descriptors: Second Language Instruction, Role Playing, Educational Games, Undergraduate Study
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Rasmusson, Maria; Åberg-Bengtsson, Lisbeth – Scandinavian Journal of Educational Research, 2015
Data from a Swedish PISA-sample were used (1) to identify a digital reading factor, (2) to investigate gender differences in this factor (if found), and (3) to explore how computer game playing might relate to digital reading performance and gender. The analyses were conducted with structural equation modeling techniques. In addition to an overall…
Descriptors: Foreign Countries, Reading Achievement, Student Evaluation, Educational Games
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