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Oyelere, Solomon Sunday; Berghem, Simon Malmström; Brännström, Robert; Rutberg, Stina; Laine, Teemu H.; Lindqvist, Anna-Karin – Education Sciences, 2022
Recent studies have shown that children are not adequately physically active and there is a need to increase children's physical activity. This study describes new opportunities and solutions for using existing games and gamification to increase physical activity among children in Sweden. We adopted the principles of Tic-Tac-Training to redesign,…
Descriptors: Curriculum Development, Cooperative Learning, Game Based Learning, Physical Activity Level
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Mahsa Taati Jeliseh; Ismail Xodabande – Discover Education, 2025
This study investigated the impact of individual versus collaborative game-based learning on spelling skills among young English language learners in Iran. Fifty male students, ages 9-11, were randomly assigned to three groups: collaborative game-based learning, individual game-based learning, and a control group using traditional methods. A…
Descriptors: Game Based Learning, Cooperative Learning, Spelling, English Learners
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Brittany Pinkerton; Christine L. Craddock – Journal of Youth Development, 2024
Culturally relevant pedagogy (CRP) has been a widely utilized framework for educational practice and research (Ladson-Billings, 2014). It is built on the ethics of care, first established in consideration of education among Black youth (Ladson-Billings, 1995). However, applications of CRP to youth physical activity (PA) programs are largely…
Descriptors: School Community Programs, Preadolescents, Physical Activities, Culturally Relevant Education
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Ma. Mercedes T. Rodrigo; Jaclyn Ocumpaugh; Walfrido David Diy; Monica Moreno; Marco De Santos; Nigel Cargo; Jose Lacson; Daniel Santos; Danna Aduna; Jose Isidro Beraquit; Rex Bringula; Marie Rianne M. Caparros; Anne Tan Choi; Steve Ladan; Jaclyn Lim; Dominique Marie Antoinette Manahan; Jhoanna Michelle G. Paterno; Kristine Saturinas; Emily Tabanao; Christine Tablatin; Jo Torres; Kaska Porayska-Pomsta; Ibukun Olatunji; Rose Luckin – Computer-Based Learning in Context, 2019
Filipino learners' lack of English language proficiency is a major barrier to higher education opportunities and participation in high-value industries. Computer-based learning systems have the potential to increase educational quality, equity, and efficacy in the Global South. However, a key challenge is to design systems that are developmentally…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Computer Games