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University of Pittsburgh Office of Child Development, 2009
Just as mathematical ability begins to form in early childhood, so, too, does the knowledge gap separating low-income children from their more affluent peers, who generally enter school with much greater math knowledge. This gap is troubling given that early deficits in mathematical knowledge can have profound implications for future learning. One…
Descriptors: Mathematics Skills, Knowledge Level, Low Income Groups, At Risk Students
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Dudley, Dean; Baxter, David – Asia-Pacific Journal of Teacher Education, 2009
This paper reports the findings of an exploratory study concerning the development of higher-order conceptual understanding of Teaching Games for Understanding (TGfU) among physical education pre-service teachers. The development of such understandings has been seen as problematic among pre-service teachers (Randall, 2003). An analysis of the…
Descriptors: Physical Education, Physical Education Teachers, Student Evaluation, Preservice Teachers
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Akkerman, Sanne; Admiraal, Wilfried; Huizenga, Jantina – Computers & Education, 2009
A mobile and multimedia game designed for History education was analyzed in terms of how it is designed and how it was applied as a narrative learning environment. In History education, narrative can be argued to be very useful to overcome fragmentation of the knowledge of historical characters and events, by relating these with meaningful…
Descriptors: Learner Engagement, Teaching Methods, Instructional Effectiveness, Story Telling
Ash, Katie – Education Week, 2009
To build on classroom experiments and lectures, Daniel Sweeney has his 9th grade earth science students act out scientific concepts on a 15-by-15-foot mat on the floor of the room. Object-tracking cameras mounted on scaffolding around the space collect data based on the students' movements while immersing them in the experience through a video…
Descriptors: Academic Achievement, Earth Science, Scientific Concepts, Grade 9
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Chuang, Tsung-Yen; Chen, Wei-Fan – Educational Technology & Society, 2009
This experimental study investigated whether computer-based video games facilitate children's cognitive learning. In comparison to traditional computer-assisted instruction (CAI), this study explored the impact of the varied types of instructional delivery strategies on children's learning achievement. One major research null hypothesis was…
Descriptors: Video Games, Computer Assisted Instruction, Foreign Countries, Teaching Methods
Tate, Marcia L. – Corwin, 2012
Best-selling author Marcia L. Tate brings her trademark "dendrite-growing" teaching strategies to this practitioner-friendly collection of brain-compatible methods for engaging K-12 students in social studies. Included are 20 proven strategies and more than 200 grade-leveled activities for applying them. Teachers will find concrete ways to…
Descriptors: Social Studies, Learner Engagement, Problem Based Learning, Active Learning
Holmes, Venita – Online Submission, 2012
Purpose: To assess how the use of games contributes to students' science learning, interests, and attitudes about science. Methodology: The study sample was middle and high-school students in a large urban school district in 2012. A total of 1191 students participated in the game. The majority of students were Hispanic females of low…
Descriptors: Academic Achievement, Science Achievement, State Standards, Science Tests
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Zhao, Guopeng; Ailiya; Shen, Zhiqi – Educational Technology & Society, 2012
Teachable agent is a type of pedagogical agent which instantiates Learning-by-Teaching theory through simulating a "naive" learner in order to motivate students to teach it. This paper discusses the limitation of existing teachable agents and incorporates intrinsic motivation to the agent model to enable teachable agents with initiative…
Descriptors: Foreign Countries, Instructional Design, Artificial Intelligence, Electronic Learning
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Hsiao, Kuei-Fang; Chen, Nian-Shing; Huang, Shih-Yu – Interactive Learning Environments, 2012
Because of a shortage of physical exercise, concerns about adolescents have recently been raised in Taiwan. In educational environments where student exercise has been limited by scheduling constraints and the lack of physical exercise has become a vital problem, "learning while exercising" may be part of a possible solution. This study…
Descriptors: Foreign Countries, Exercise, Science Achievement, Computer Assisted Instruction
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Williams, Douglas; Ma, Yuxin; Feist, Steven; Richard, Charles E.; Prejean, Louise – British Journal of Educational Technology, 2007
Game-based virtual learning environments have the potential to provide opportunities for engagement in authentic contexts while completing authentic tasks such as problem solving. However, research in problem-based learning indicates that scaffolding should be provided for learners to benefit from such learning environments. This paper describes…
Descriptors: Virtual Classrooms, Educational Games, Scaffolding (Teaching Technique), Coding
Donnelly, Laura – Teacher Magazine, 2007
When teaching science to kids, a visual approach is good. Humor is also good. And blowing things up is really, really good. At least that is what educators at the Exploratorium in San Francisco have found in the nine years since the museum began producing a live, off-the-cuff competition called Iron Science Teacher. Modeled after the Japanese cult…
Descriptors: Competition, Science Teachers, Museums, Science Instruction
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Fang, Jun; Strobel, Johannes – Educational Media International, 2011
Game-based learning has been a popular development and recommended as an effective pedagogy in educating new generations of learners. Few studies, however, have demonstrated the efficacy of game-based learning on learners' academic performance with empirical data. The described learning outcomes of game-based pedagogy within the limited available…
Descriptors: Design Requirements, Instructional Design, Educational Games, Guidelines
Lewis, Melissa L. – ProQuest LLC, 2009
Two theories guide two very different ideas about learning. Social cognitive theory (Bandura, 1977, 1989) places the greater emphasis on observational learning, or learning by watching a model produce a behavior before doing it oneself. Other researchers purport that experiential learning, or learning by doing, results in stronger learning (Kolb,…
Descriptors: Video Games, Self Efficacy, Observational Learning, Identification
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Buiu, C. – IEEE Transactions on Education, 2009
The aim of this paper is to present an integrated Internet-based package for teaching the fundamentals of motion control by using a wide range of resources: theory, videos, simulators, games, quizzes, and a remote lab. The package is aimed at automation technicians, pupils at vocational schools and students taking an introductory course in…
Descriptors: Engineering Education, Vocational Schools, Introductory Courses, Tests
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Sancho, Pilar; Moreno-Ger, Pablo; Fuentes-Fernandez, Ruben; Fernandez-Manjon, Baltasar – Educational Technology & Society, 2009
In this paper we present a general framework, called NUCLEO, for the application of socio-constructive educational approaches in higher education. The underlying pedagogical approach relies on an adaptation model in order to improve group dynamics, as this has been identified as one of the key features in the success of collaborative learning…
Descriptors: Educational Games, Role Playing, Learning Strategies, Problem Based Learning
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