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Lee, Yoonhee N.; Zhu, Meina – Computers in the Schools, 2022
Digital Game Based Learning (DGBL) was considered as an effective way to engage learners and enhance learning performance. This case study demonstrates a design case that uses DGBL to support writing practices using student-centered pedagogy in K-12 education. Minecraft is used as a tool of transferring students' imagination and abstract design to…
Descriptors: Video Technology, Computer Games, Game Based Learning, Learner Engagement
Bruce, Bertram C.; Casey, Leo – Computers in the Schools, 2012
In this article the authors introduce the practice of inquiry and discuss the case for it as a signature pedagogy for digital literacy. The Inquiry Cycle is presented as a summary of important aspects of inquiry. Further, the Practice Profile of Inquiry provides a practical tool, which can be incorporated into everyday classroom practice. Examples…
Descriptors: Foreign Countries, Inquiry, Active Learning, Elementary School Curriculum