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Pi-Sui Hsu; Reva Freedman; Dean LaBarbera; Ben Kluga; Rui Zhang; Crystal Berrios; Sharda Sharma – International Journal of Designs for Learning, 2025
This design case details the ten-year (2014-present) iterative process to design and develop a graph-based computer-assisted program to support middle school students' development of collaborative argumentation. We begin by describing the first two iterations of the design and discuss how we learned from the process failures. This paper focuses on…
Descriptors: Program Development, Middle School Students, Cooperation, Persuasive Discourse
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Pill, Shane; Penney, Dawn; Williams, John; Cruickshank, Vaughan; Hyndman, Brendon – Quest, 2023
This paper overviews the influence of Daryl Siedentop on Australian physical education research. The Sport Education in Physical Education Project (SEPEP) project provides the backdrop to explore the re-contextualization and development of the sport-based physical education in Australia. The SEM emphasizing developing movement competency as one of…
Descriptors: Foreign Countries, Physical Education, Educational Research, Athletics
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Haarman, Susan – Philosophical Studies in Education, 2022
The efficacy of tabletop role-playing games (RPGs) as an educational and therapeutic asset in schools has been extensively studied, with many middle and high schools employing these games as extracurricular activities because of their positive impact around identity formation, empathy, and social skills. More recent iterations of tabletop RPGs are…
Descriptors: Role Playing, Game Based Learning, Teaching Methods, Story Telling
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Kaylee Laub; Earl Aguilera – American Journal of Play, 2025
The authors argue that playable fictions and analog game design can be an effective way to engage students in discussions about climate change and related scientific areas of exploration. They offer the example of a middle school climate science education unit grounded in the design, analysis, and play of board games and card games based on a…
Descriptors: Middle School Students, Grade 8, Climate, Science Education
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Sowell, Marsha – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2020
Since 2007, escape rooms have become increasingly popular in mainstream society. The heightened sense of urgency felt when participating in escape games, united with the possibility of engaging students both in academic and soft-skills has led teachers to add escape games to the list of game-based strategies increasingly used in classrooms.…
Descriptors: Game Based Learning, Problem Solving, Cooperative Learning, Middle School Students
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Bråting, Kajsa; Kilhamn, Cecilia – Mathematical Thinking and Learning: An International Journal, 2021
This article investigates how the recent implementation of programming in school mathematics interacts with algebraic thinking and learning. Based on Duval's theory of semiotic representations, we analyze in what ways syntax and semantics of programming languages are aligned with or divert from corresponding algebraic symbolism. Three examples of…
Descriptors: Algebra, Computation, Thinking Skills, Semiotics
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Dias, Dora; Ferraz-Caetano, Jose; Paiva, Joao – Journal of Chemical Education, 2021
Designing a science activity for middle school children is a challenging task, especially if it aims to be interdisciplinary. One may ask if it is possible to craft a positive learning experience from different areas such as history of science, chemistry, or ethics. In this paper, we argue it can be achieved if we use the right tools to engage a…
Descriptors: Crime, Chemistry, Science Activities, Story Telling
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Eleonora Barelli; Michael Lodi; Laura Branchetti; Olivia Levrini – Science & Education, 2025
In a historical moment in which Artificial Intelligence and machine learning have become within everyone's reach, science education needs to find new ways to foster "AI literacy." Since the AI revolution is not only a matter of having introduced extremely performant tools but has been determining a radical change in how we conceive and…
Descriptors: Artificial Intelligence, Science Education, Cognitive Development, Cultural Influences
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Clark, Douglas B.; Sengupta, Pratim – Interactive Learning Environments, 2020
This paper situates a critical review of studies that we have conducted within the broader research literature to analyze the affordances of integrating modeling within disciplinarily-integrated games from computational thinking and science as practice perspectives. Across the studies, the analyses pursue two themes: (a) the role of agent-based…
Descriptors: Game Based Learning, Thinking Skills, Computer Games, Science Education
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Stohlmann, Micah; Acquah, Alfred – International Journal for Technology in Mathematics Education, 2020
Technology integration in K-12 mathematics has received increased attention in the last decade as new mathematical technologies have been developed and implemented more often. There is a need for further research on these technologies and for effective implementation practices of technology in mathematics education in general. in practice,…
Descriptors: Educational Trends, Educational Change, Technology Integration, Mathematics Instruction
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Michael B. Sherry; Ann M. Lawrence – English Journal, 2019
In this article, the authors begin this inquiry by describing their research with a class of middle school writers who played "Quandary," a free online educational game designed to teach argumentation, as part of a unit on writing arguments for environmental action. Regarding the subject area of English language arts (ELA), research has…
Descriptors: Video Games, Technology Uses in Education, Language Arts, Middle School Students
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Aivelo, Tuomas; Uitto, Anna – LUMAT: International Journal on Math, Science and Technology Education, 2016
Games have been used for a long time in teaching and learning. The increasing use of mobile phones makes it possible to link learning outside the classroom with augmented reality (AR). We tested how well the learning of conceptual models can be facilitated by AR games. We present a game designed for the in-service teacher-training workshop to…
Descriptors: Biology, Evolution, Computer Games, Educational Games