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Showing 1 to 15 of 16 results Save | Export
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Russo, Toby; Russo, James – Australian Primary Mathematics Classroom, 2022
This article provides a task that can be used effectively for exploring arrays in middle and upper primary schools, and the notion of prime and composite numbers in particular. As students are engaging in these activities, teachers can encourage them to record their arrays both diagrammatically and as number sentences.
Descriptors: Mathematics Activities, Multiplication, Visual Aids, Middle School Students
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Andrea Arnold – PRIMUS, 2024
Sonia Kovalevsky Days (SK Days) are nationally-held outreach events that are commonly organized by local chapters of the Association for Women in Mathematics (AWM) to encourage young women to continue their study of mathematics. The AWM Student Chapter at Worcester Polytechnic Institute hosted virtual renditions of SK Day for middle school girls…
Descriptors: Mathematics Education, Outreach Programs, Middle School Students, Females
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Pi-Sui Hsu; Reva Freedman; Darin Brockmann; Zachary Hueneke; Dean LaBarbera; Ben Kluga; Rui Zhang; Ian Sullivan; Margot Van Dyke – International Journal of Designs for Learning, 2022
The objective of this project was to address design gaps in previous programs that address scientific argumentation in middle schools. We adopted gamification mechanics (e.g., stimulus and response and progression) to design a computer-assisted program to better support students' development of scientific argumentation. In this paper, we describe…
Descriptors: Game Based Learning, Middle School Students, Persuasive Discourse, Science Education
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Stohlmann, Micah S. – School Science and Mathematics, 2023
Escape rooms have been receiving more attention for use in education. Escape rooms are games in which teams solve multiple puzzles and challenges using clues, hints, and strategy to determine how to escape from a locked room. The implementation of escape rooms has the potential for increasing students' mathematical understanding and engagement.…
Descriptors: Mathematics Education, Electronic Learning, Problem Solving, Game Based Learning
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Derrick, Josephine; Champion, Joe; Uriarte, Ramey – Mathematics Teacher: Learning and Teaching PK-12, 2022
The authors present a new classroom-tested lesson that was designed to engage students in the joy of mathematical inquiry through a card game, Frustration, while building number sense, understanding of uncertainty, statistical reasoning, and discourse skills. The purpose in developing and sharing these lessons is to highlight how games of chance…
Descriptors: Game Based Learning, Mathematics Instruction, Inquiry, Mathematical Concepts
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Geden, Michael; Emerson, Andrew; Carpenter, Dan; Rowe, Jonathan; Azevedo, Roger; Lester, James – International Journal of Artificial Intelligence in Education, 2021
Game-based learning environments are designed to provide effective and engaging learning experiences for students. Predictive student models use trace data extracted from students' in-game learning behaviors to unobtrusively generate early assessments of student knowledge and skills, equipping game-based learning environments with the capacity to…
Descriptors: Game Based Learning, Middle School Students, Microbiology, Secondary School Science
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Literat, Ioana; Chang, Yoo Kyung; Eisman, Joseph; Gardner, Jonathan – Journal of Media Literacy Education, 2021
Given the need for innovative, engaging, and youth-centered approaches to media literacy, as well as the potential of active pedagogies to facilitate youth civic education and efficacy, games emerge as a particularly promising and under-utilized avenue for news literacy education. Our research asks, how might we use game-based learning to tackle…
Descriptors: Game Based Learning, Curriculum Development, Media Literacy, News Media
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Stohlmann, Micah – Journal of Mathematics Education at Teachers College, 2021
Game-based learning has received more focus as a way to engage students and increase interest in mathematics. Game-based learning should be integrated with effective practices for teaching mathematics, though these is a need for further research on effective implementation models. The purpose of this article is to describe two modes of game-based…
Descriptors: Game Based Learning, Teaching Methods, Middle School Students, Mathematics Instruction
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Hunt, Jessica; Taub, Michelle; Marino, Matthew; Duarte, Alejandra; Bentley, Brianna; Holman, Kenneth; Banzon, Allison – Learning Disabilities: A Contemporary Journal, 2022
Teaching and learning fraction concepts continues to be increasingly challenging, especially for elementary and middle school mathematics teachers and students in intervention settings. It is critical for educators to implement instruction that proactively considers engagement, access, and conceptual growth for all students. Dream 2B, a web-based…
Descriptors: Mathematics Instruction, Teaching Methods, Elementary School Mathematics, Middle School Mathematics
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Ding, Ai-Chu Elisha; DuBois, Jessica; Shaver, Erik J.; Bradley-Levine, Jill; Siebert, Cathy J.; Giraldo-Garcia, Regina – PDS Partners: Bridging Research to Practice, 2022
This study describes the process of forming a school-university partnership to support the professional growth of our pre-service teachers and the in-service teachers at one partner school district and improving middle school students' science learning amid the pandemic.
Descriptors: Science Education, Game Based Learning, Achievement Gains, College School Cooperation
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Henderson, Nathan; Kumaran, Vikram; Min, Wookhee; Mott, Bradford; Wu, Ziwei; Boulden, Danielle; Lord, Trudi; Reichsman, Frieda; Dorsey, Chad; Wiebe, Eric; Lester, James – International Educational Data Mining Society, 2020
In recent years, game-based learning has shown significant promise for creating engaging and effective learning experiences. Developing models that can predict whether students will struggle with mastering certain concepts could guide adaptive support to assist students with mastering those concepts. Game-based learning environments offer…
Descriptors: Competency Based Education, Game Based Learning, Student Evaluation, Evaluation Methods
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Laffey, James; Griffin, Joseph; Sigoloff, Justin; Sadler, Troy; Goggins, Sean; Womack, Andrew; Wulff, Eric – Grantee Submission, 2019
Mission HydroSci (MHS) teaches water systems and scientific argumentation towards meeting Next Generation Science Standards. MHS is a game-based 3D virtual environment for enacting transformational role-playing, wherein students must learn new knowledge and competencies in order to successfully complete the game missions. MHS was developed for…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Role Playing
Goodwin, Amanda P.; Petscher, Yaacov; Jones, Sara; McFadden, Sara; Reynolds, Dan; Lantos, Tess – Grantee Submission, 2020
The authors describe Monster, PI, which is an app-based, gamified assessment that measures language skills (knowledge of morphology, vocabulary, and syntax) of students in grades 5-8 and provides teachers with interpretable score reports to drive instruction that improves vocabulary, reading, and writing ability. Specifically, the authors describe…
Descriptors: Computer Assisted Testing, Handheld Devices, Language Maintenance, Language Tests
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Elisabeth Gee; Kelly M. Tran; Priyanka Parekh – International Journal of Designs for Learning, 2020
This design case describes the development of three analog games intended to introduce middle school-age girls to core computer science (CS) concepts. We describe the learning objectives, game mechanics, and narrative elements of each game, and some key problems and decisions that we confronted during the design process. Our design process was…
Descriptors: Games, Design, Females, Learner Engagement
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Spain, Randall; Penilla, Carlos; Ozer, Elizabeth; Taylor, Robert; Ringstaff, Cathy; Lester, James – Journal of STEM Outreach, 2021
The COVID-19 pandemic produced a dramatic nationwide shift in K-12 education from in-person classroom learning to remote online learning. This shift left teachers and parents facing the challenge of finding engaging online resources to motivate students to become deeply involved in science learning. The pandemic also left educators and…
Descriptors: Game Based Learning, COVID-19, Pandemics, School Closing
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