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Eadaoin J. Slattery; Paula Lehane; Deirdre Butler; Michael O'Leary; Kevin Marshall – Review of Education, 2025
Minecraft is a popular digital game-based learning (DGBL) tool used in learning environments around the world. With increasing emphasis on evidence-informed practice and policymaking in educational systems, this paper systematically reviews the evidence base behind the use of Minecraft in improving academic, cognitive, motivational-affective and…
Descriptors: Game Based Learning, Computer Games, Educational Games, Children
Peters, Michael A., Ed.; Bulut, Ergin, Ed. – Peter Lang New York, 2011
Cognitive capitalism--sometimes referred to as "third capitalism," after mercantilism and industrial capitalism--is an increasingly significant theory, given its focus on the socio-economic changes caused by Internet and Web 2.0 technologies that have transformed the mode of production and the nature of labor. The theory of cognitive…
Descriptors: Foreign Countries, Social Systems, Academic Freedom, Global Approach
Lewis, Christine; And Others – 1978
Intended as a resource for developing individualized education programs (IEPs) for gifted students, the manual lists annual goals and terminal behaviors for cognitive and affective development. Goals and behaviors coded to expedite the IEP process are set forth for four cognitive areas (subtopics in parentheses): independent study (research,…
Descriptors: Affective Behavior, Cognitive Development, Communication Skills, Creativity

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