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Naresh, Nirmala; Royce, Bridget – Mathematics Teaching in the Middle School, 2013
The game of Plinko offers students an exciting real-world example of the applications of probability and data analysis. The Common Core State Standards for Mathematics (CCSSI 2010) and the Guidelines for Assessment in Statistics Education (GAISE) (Franklin et al. 2007) suggest that students in grades 6-8 be given ample opportunities to engage in…
Descriptors: Mathematics Instruction, Probability, Data Analysis, Educational Games
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Reiter, Harold B.; Thornton, John; Vennebush, G. Patrick – Mathematics Teacher, 2013
KenKen® is the new Sudoku. Like Sudoku, KenKen requires extensive use of logical reasoning. Unlike Sudoku, KenKen requires significant reasoning with numbers and operations and helps develop number sense. The creator of KenKen puzzles, Tetsuya Miyamoto, believed that "if you give children good learning materials, they will think and learn and…
Descriptors: Mathematics Instruction, Mathematical Logic, Number Concepts, Mathematics Skills
Tuapawa, Kimberley N. – International Association for Development of the Information Society, 2013
This is a review of the literature surrounding five popular media-rich educational online technologies (EOTs) currently being used by educationalists to support blended learning within tertiary environments. This review considers the following EOTs: 1) connective media, 2) interactive gaming, 3) virtual worlds, 4) web conferencing and 5) learning…
Descriptors: Educational Technology, Higher Education, Literature Reviews, Online Courses
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Jackson, G. Tanner; Varner, Laura K.; Boonthum-Denecke, Chutima; McNamara, Danielle S. – Grantee Submission, 2013
Educational games have the potential to provide motivating, effective training; however, the efficacy of these systems is unclear, and evaluations often fail to identify the relative impact of individual differences on learning outcomes. The current study aims to address these issues by comparing the learning gains from an educational game…
Descriptors: Educational Games, Intelligent Tutoring Systems, Program Effectiveness, High School Students
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Jackson, G. Tanner; Snow, Erica L.; Varner, Laura K.; McNamara, Danielle S. – Grantee Submission, 2013
Intelligent Tutoring Systems (ITSs) have begun to develop hybrid systems that balance the learning benefits of ITSs with the motivational benefits of games. iSTART-ME (Motivationally Enhanced) is a new game-based learning environment developed on top of an existing ITS for reading comprehension (iSTART). In an 11 session lab-based study, 40 high…
Descriptors: Intelligent Tutoring Systems, Educational Technology, Technology Uses in Education, Educational Games
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Godfrey, Connie J.; Stone, Jamalee – Teaching Children Mathematics, 2013
Math games can be powerful tools in helping students achieve automaticity in basic addition and related subtraction facts if both teachers and students use them purposefully. According to the National Council of Teachers of Mathematics (NCTM 2000), developing a solid mathematical foundation is essential for every child in prekindergarten through…
Descriptors: Mathematics Instruction, Mathematics Skills, Educational Games, Arithmetic
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Levine, Michael H.; Vaala, Sarah E. – New Directions for Child and Adolescent Development, 2013
Research about emerging best practices in the learning sciences points to the potential of deploying digital games as one possible solution to the twin challenges of weak student engagement and the need for more robust achievement in literacy, science, technology, and math. This chapter reviews key cross-cutting themes in this special volume,…
Descriptors: Learner Engagement, Educational Games, Educational Change, Best Practices
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Bierman, Karen L.; Welsh, Janet A.; Heinrichs, Brenda S.; Nix, Robert L.; Mathis, Erin T. – Child Development, 2015
Head Start enhances school readiness during preschool, but effects diminish after children transition into kindergarten. Designed to promote sustained gains, the Research-based Developmentally Informed (REDI) Parent program (REDI-P) provided home visits before and after the kindergarten transition, giving parents evidence-based learning games,…
Descriptors: Early Intervention, Disadvantaged Youth, Kindergarten, At Risk Students
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Laski, Elida V.; Dulaney, Alana – Journal of Educational Psychology, 2015
The present study tested the "interference hypothesis"-that learning and using more advanced representations and strategies requires the inhibition of prior, less advanced ones. Specifically, it examined the relation between inhibitory control and number line estimation performance. Experiment 1 compared the accuracy of adults' (N = 53)…
Descriptors: Prior Learning, Learning Processes, Inhibition, Interference (Learning)
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Huang, Yong-Ming; Huang, Yueh-Min – Educational Technology Research and Development, 2015
Vocabulary is the foundation for students who learn a foreign language. Nevertheless, students may be bored by the painstaking process of rote learning. To this end, this study designed a handheld sensor-based vocabulary game based on a scaffolding strategy for improving students' motivation and achievement in vocabulary learning. On the one hand,…
Descriptors: Scaffolding (Teaching Technique), Handheld Devices, Vocabulary Development, Vocabulary Skills
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Bramesfeld, Kosha D.; Good, Arla – Teaching Sociology, 2015
This article presents the development of a new simulation activity, the Game of Social Life. The activity introduces students to concepts of social stratification based on multiple dimensions of poverty, including inequalities related to housing, education, occupational status, social power, and health outcomes. The game was administered to…
Descriptors: Educational Games, Simulated Environment, Qualitative Research, Social Stratification
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Chen, Ching-Huei; Wang, Kuan-Chieh; Lin, Yu-Hsuan – Educational Technology & Society, 2015
In this study, we investigated and compared solitary and collaborative modes of game-based learning in promoting students' science learning and motivation. A total of fifty seventh grade students participated in this study. The results showed that students who played in a solitary or collaborative mode demonstrated improvement in learning…
Descriptors: Grade 7, Middle School Students, Learning Motivation, Cooperative Learning
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Lu, Su-Ju; Liu, Ying-Chieh – Environmental Education Research, 2015
Marine education comprises rich and multifaceted issues. Raising general awareness of marine environments and issues demands the development of new learning materials. This study adapts concepts from digital game-based learning to design an innovative marine learning program integrating augmented reality (AR) technology for lower grade primary…
Descriptors: Foreign Countries, Marine Education, Elementary School Students, Educational Games
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Franco-Mariscal, Antonio Joaquín; Oliva-Martínez, Jose´ María; Gil, M. L. Almoraima – Journal of Chemical Education, 2015
The study reported here was conducted to investigate the perceptions of high school students on the use of educational games as a tool for teaching the periodic table of elements in a chemistry class in Spain. The 127 students who participated in this study came from six different classes in grade 10 (15-16 years old). The students' perceptions of…
Descriptors: Science Instruction, Teaching Methods, Educational Games, Student Attitudes
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Miller, Andrew – Journal of Teaching in Physical Education, 2015
The purpose of this systematic review was to investigate the weight of scientific evidence regarding student outcomes (physical, cognitive and affective) of a Game Centered Approach (GCA) when the quality of a study was taken into account in the interpretation of collective findings. A systematic search of five electronic databases (Sports…
Descriptors: Teaching Methods, Literature Reviews, Educational Games, Children
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