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Demir, Ümit – International Journal of Computer Science Education in Schools, 2021
During recent years coding education has been an important issue in many countries. Coding education has been an important topic for these countries. One of the reasons why coding education is being discussed by educators and other partners of the schools is that it is seen as a key competence for students, and workers at developing…
Descriptors: Instructional Effectiveness, Programming, Computer Science Education, Special Education
Ukobizaba, Fidele; Nizeyimana, Gabriel; Mukuka, Angel – EURASIA Journal of Mathematics, Science and Technology Education, 2021
Students' ability to apply mathematical knowledge to various situations has been one of the major concerns in mathematics education research. However, little is known about the assessment strategies that have a substantial contribution to the development of mathematical problem-solving skills in kindergarten children through to upper secondary…
Descriptors: Mathematics Instruction, Problem Solving, Evaluation Methods, Research Reports
Squire, Kurt D. – Performance Improvement Quarterly, 2013
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…
Descriptors: Educational Technology, Models, Video Games, Problem Solving
Ragatz, Carolyn; Ragatz, Zach – Parenting for High Potential, 2018
Why encourage children to play board games? In the increasing disconnect of our digital lives, playing games provides a way to connect and relate with others on a human level. Strategy and role-playing games provide intellectual challenges and stretch creativity to keep the gifted mind engaged in solving problems. At the same time, the players…
Descriptors: Games, Role Playing, Gifted, Children
Winburg, Karin; Chamberlain, Barbara; Valdez, Alfred; Trujillo, Karen; Stanford, Theodore B. – Journal of Computers in Mathematics and Science Teaching, 2016
This "Math Snacks" intervention measured 741 fifth grade students' gains in conceptual understanding of core math concepts after game-based learning activities. Teachers integrated four "Math Snacks" games and related activities into instruction on ratios, coordinate plane, number systems, fractions and decimals. Using a…
Descriptors: Games, Mathematics, Mathematics Instruction, Intervention
Gresalfi, Melissa Sommerfeld; Barnes, Jacqueline – Educational Technology Research and Development, 2016
This paper draws from and contributes to two bodies of research: how particular elements of game design support learning; and how particular characteristics of feedback impact student engagement. This paper reports findings from two rounds of a design-based research project that focuses on better understanding how feedback is integrated into, and…
Descriptors: Feedback (Response), Video Games, Learner Engagement, Mathematics
Senkbeil, Karsten; Martin, Gillian; O'Rourke, Breffni – Research-publishing.net, 2022
This paper discusses the potential of immersing foreign language learners in Social Virtual Reality (SVR) in an international seminar, designed by the authors, called SpEakWise VR, combining the tandem language learning paradigm with gamification in immersive virtual environments. SpEakWise VR builds on an existing telecollaboration (SpEakWise)…
Descriptors: German, English (Second Language), Second Language Learning, Second Language Instruction
Lee, Sungwoong – ProQuest LLC, 2016
Reports and surveys by the U.S. government and international organizations have repeatedly acknowledged the achievement problem in math in K-12 regardless of various efforts (e.g., by the U.S. Department of Education) to diminish it. To address the problem in math achievement in K-12, teachers, scholars, and the U.S. government have developed…
Descriptors: Mathematics Achievement, Elementary Secondary Education, Intervention, Video Games
Jamaludin, Azilawati; Hung, David – Research and Practice in Technology Enhanced Learning, 2017
Identifying educational competencies for the 21st workplace is driven by the need to mitigate disparities between classroom learning and the requirements of workplace environments. Multiple descriptors of desired 21st century skill sets have been identified through various wide-scale studies (e.g., International Commission on Education for the…
Descriptors: 21st Century Skills, Problem Solving, Role Playing, Computer Games
Bauer, Aaron; Flatten, Jeff; Zoran Popovic – International Educational Data Mining Society, 2017
Problem-solving skills in creative, open-ended domains are both important and little understood. These domains are generally ill-structured, have extremely large exploration spaces, and require high levels of specialized skill in order to produce quality solutions. We investigate problem-solving behavior in one such domain, the…
Descriptors: Problem Solving, Science Instruction, Cooperative Learning, Visualization
Munir, Laine – Journal of Political Science Education, 2023
This teaching note outlines an innovative simulation game realized in response to post-pandemic experiential learning needs. The game introduces a fictional African country experiencing a series of political and financial shocks. Students are assigned membership in social groups and must implement the national policies that would improve outcomes…
Descriptors: Teaching Methods, Instructional Innovation, Political Science, Experiential Learning
Melander Bowden, Helen – Learning, Media and Technology, 2019
This article explores children's development of problem-solving practices through multimodal engagements in digital activities. The study is based on analyses of a video recorded peer group activity in which two children, within the context of a project on computational thinking using the software "Scratch," collaboratively work to solve…
Descriptors: Foreign Countries, Elementary School Students, Grade 4, Problem Solving
Rawani, Dewi; Putri, Ratu Ilma Indra; Hapizah – Journal on Mathematics Education, 2019
This research aims to produce a valid, practical, and having potential effects PISA-like mathematics problems using taekwondo context in Asian Games. The subjects were MIA 3 student of SMA 10 Palembang. This study was design research of development study in which had two stages: the preliminary and formative evaluation. The formative evaluation…
Descriptors: Foreign Countries, Program Evaluation, Formative Evaluation, Instructional Design
Nizar, Harisman; Putri, Ratu Ilma Indra; Zulkardi – Journal on Mathematics Education, 2018
The objective of this study was to produce valid and practical PISA-like mathematics problems on the content of uncertainty and data using football and table tennis contexts in the 2018 Asian Games. This study also aimed to find out the potential effect of the problems on the tenth-grade students' mathematical literacy capability of the senior…
Descriptors: Mathematics Instruction, Problem Solving, Grade 10, Secondary School Mathematics
Albuquerque Mendes, Beatriz Dixo Sousa – ProQuest LLC, 2018
This research investigates the responses of three individuals engaging with the Super Mario World (SMW) platform videogame glitches, and how they learned to solve the problem without formal help. This investigation was chosen because it explores connections between media literacy, critical thinking, and play in adults in the context of responding…
Descriptors: Video Games, Computer Software, Error Correction, Problem Solving

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