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Dayal, Hem; Sharma, Sashi – Mathematics Education Research Group of Australasia, 2021
"Probability" and "statistical literacy" is an important aspect of the school curriculum in many countries. In this study, we report on findings from a larger study that engaged pre-service teachers as key stakeholders in research in exploring teaching probability and statistics using a game-based teaching approach. The current…
Descriptors: Secondary School Teachers, Preservice Teachers, Student Attitudes, Game Based Learning
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Hall, Tanithe – Teachers and Curriculum, 2021
This article explains a case study undertaken for the purposes of answering the research questions: What does STEM education look like in a Year 7/8 New Zealand classroom? How do Year 7/8 students engage in the interdisciplinary approach of STEM education? Do/how do students value STEM learning in contrast to individual subject learning? This case…
Descriptors: STEM Education, Grade 7, Grade 8, Value Judgment
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Slade, Dennis; Martin, Andrew; Watson, Geoff – Curriculum Studies in Health and Physical Education, 2020
An auto-ethnographic approach to framing and discussing issues has provided sport and physical education (PE) scholars with a method to capture their perspectives, ways of knowing relative to issues, and to solve problems in various contexts. However, the processes for achieving these self-reflective insights have been at the behest of the…
Descriptors: Autobiographies, Ethnography, Physical Education, Game Based Learning
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Dayal, Hem Chand; Sharma, Sashi – Australian Journal of Teacher Education, 2020
There is a rich literature on students' and teachers' intuitions and misconceptions about probability. However, less attention has been paid to the development of pre-service teachers' probabilistic thinking in teacher education. Based on this, the second author developed a lesson sequence for teaching probability. In particular, it demonstrates…
Descriptors: Probability, Preservice Teachers, Preservice Teacher Education, Game Based Learning
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Owen, Helen E.; Licorish, Sherlock A. – Journal of Information Technology Education: Research, 2020
Aim/Purpose: We aimed to investigate the circumstances under which Kahoot! (a Game-based Student Response System (GSRS)) increases junior and senior Information Science university students' learning and knowledge retention beyond that of traditional teaching methods. We also explored whether the positive learning impacts of Kahoot! vary as a…
Descriptors: Game Based Learning, Audience Response Systems, Instructional Effectiveness, Undergraduate Students
Bolstad, Rachel; McDowall, Sue – New Zealand Council for Educational Research, 2019
This report discusses the potential of games to support learning, and what innovative game-based (or "gameful") learning and teaching practices can look like in a range of New Zealand school settings. Over 2 years, we undertook fieldwork in 14 schools, interviewed 21 teachers and more than 100 students ranging from Year 3 to Year 13. We…
Descriptors: Foreign Countries, Game Based Learning, Educational Innovation, Educational Practices