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Richard G. Lambert – Center for Educational Measurement and Evaluation, 2023
This study examined the relationship between using the Ignite by Hatch™ educational gaming system and assessments of the developmental status of young children participating in the 2023 Georgia Department of Early Care and Learning (DECAL) Summer Transition Program. Researchers collected data that describe the extent to which the children engaged…
Descriptors: Educational Games, Summer Programs, Young Children, Child Development
Marie Kirkpatrick; Mariela E. Tankersley; Gennina Noelle A. Ferrer; Roberta Carrillo Vega – Journal of Developmental and Physical Disabilities, 2024
Video activity schedules are a combination of video modeling and activity schedules that teach a singular task or a series of tasks to be completed. Instead of a sequence of pictures, videos demonstrate to the learner what is expected to be done. Research has focused heavily on using video activity schedules to teach daily living or vocational…
Descriptors: Autism Spectrum Disorders, Video Technology, Educational Games, Visual Aids
Sherry Yi – ProQuest LLC, 2021
Interest development is a topic that has fascinated and puzzled educators since the 20th century. Despite decades of research and important advances in the field, questions remain about interest and its relationship to learning. In particular, given the pervasiveness of technology in our daily lives, it is essential to understand how interest…
Descriptors: Video Games, Intervention, Educational Games, STEM Education
Rebekah R. Ingram; Ryan T. Ransom; Kahente Horn-Miller – Canadian Journal of Applied Linguistics / Revue canadienne de linguistique appliquée, 2024
The Atlas of Kanyen'kehá:ka Space project (Kanyen'kehá:ka Nation, 2020; see www.mohawkatlas.org) launched in 2019 for the purposes of preserving Kanyen'kéha (Mohawk language) place names and related landscape terminology. Built using Nunaliit, a community mapping framework developed by Carleton University's Geomatics and Cartographic Research…
Descriptors: Place Based Education, Eskimo Aleut Languages, American Indian Languages, Atlases
Linlin Li; Momo Hayakawa; Joan Freese; Beth Daniels; Gary Weiser; Kim Luttgen; Mai Chue Lor; Megan Schneider; Chun-Wei Huang; Emily Jensen – Grantee Submission, 2022
School closures because of natural phenomena, such as COVID-19, underscore long-standing gaps in access to science education in the United States of America, particularly for young students. When educators have to pivot to deliver virtual instruction, it is important to identify feasible remote learning strategies for science content across formal…
Descriptors: COVID-19, Pandemics, Science Education, Science Instruction
Kim, Young Rae; Park, Mi Sun; Tjoe, Hartono – International Journal of Education in Mathematics, Science and Technology, 2021
In recent years, mathematics classrooms in the U.S. and around the world have seen an increasing integration of educational robotics with interest from both students and teachers. Through their robotics coding activities, students in the present study discovered the concepts of special angle pairs in geometry--namely, complementary and…
Descriptors: Mathematics Instruction, Geometry, Robotics, Coding
Salgado-Jauregui, Estefanía; Martindale, Rowan C.; Ellins, Katherine; Reyes, Enrique; Weiss, Anna – Journal of Geoscience Education, 2022
Although many have suggested the use of games to motivate active learning, studies that evaluate the learning outcomes of games with high school students are scarce. Here, we present the evaluation of the board game "Taphonomy: Dead and Fossilized" as an active learning tool to teach fossilization and Earth systems thinking with rising…
Descriptors: Outcomes of Education, Educational Games, High School Students, Summer Programs
Ke, Fengfeng; Clark, Kathleen M.; Uysal, Seyda – International Journal of Science and Mathematics Education, 2019
In this design-based research project, we investigated how and to what extent participating in architectural building and problem solving via a simulation game-based learning platform (called E-Rebuild) would facilitate mathematical practices of middle-school students in the informal learning setting. This study encompasses 2 iterative design…
Descriptors: Architecture, Educational Games, Building Design, Mathematics Education
Valentine, Keri D.; Jensen, Lucas J. – Online Submission, 2018
The case study research reported in this paper followed the iterative design trajectory of youth game designers (ages 11-17) in a week-long summer game design camp, focused on the fundamentals of video game design. Drawing on data from a daily conceptual pitch and feedback activity, the research team traced the iterative design trajectory for one…
Descriptors: Case Studies, Summer Programs, Educational Games, Design
Newton, Kristie J.; Leonard, Jacqueline; Buss, Alan; Wright, Christopher G.; Barnes-Johnson, Joy – Journal of Research on Technology in Education, 2020
This mixed methods study examined how engagement in robotics and game design influenced students' self-efficacy, STEM attitudes, and computational thinking (CT) skills. Predominantly African-American students engaged in engineering and computer science tasks during informal learning environments. Results revealed students' self-efficacy scores on…
Descriptors: Robotics, STEM Education, Self Efficacy, Student Attitudes
Mangram, Charmaine; Solis Metz, Maria Theresa – School Community Journal, 2018
Although the Common Core State Standards call on parents to support professional educators' efforts for improving student academic achievement, we have yet to examine how to best support parents in achieving this goal. The present study addresses this need by examining a five-month mathematics intervention which aimed to increase awareness of the…
Descriptors: Mathematics Instruction, Intervention, Common Core State Standards, Parent Participation
Kim, James S.; Asher, Catherine A.; Burkhauser, Mary; Mesite, Laura; Leyva, Diana – AERA Open, 2019
This study employs a sequential multiple assignment randomized trial (SMART) design to develop an adaptive intervention with personalized print and digital content for kindergarten to Grade 2 children (n = 273). In Stage 1, we ask whether it is better for children to receive an adaptive intervention based on (a) 10 conceptually coherent texts or…
Descriptors: Computer Oriented Programs, Educational Technology, Technology Uses in Education, Randomized Controlled Trials
Trujillo, Karen; Chamberlin, Barbara; Wiburg, Karin; Armstrong, Amanda – Technology, Knowledge and Learning, 2016
This article captures the evolution of research goals and methodologies used to assess the effectiveness and impact of a set of mathematical educational games and animations for middle-school aged students. The researchers initially proposed using a mixed model research design of formative and summative measures, such as user-testing,…
Descriptors: Educational Games, Evaluation Methods, Instructional Effectiveness, Mathematics Instruction
Swanson, Dewey; Gusev, Dmitri A. – Association Supporting Computer Users in Education, 2015
The Computer Information and Technology Department (CIT) program of Purdue University is offered at our regional campus in Columbus, Indiana. Like many programs throughout the country, we face issues in recruiting new students. Over the last seven to eight years, we have faced declining enrollment, even as our main campus at West Lafayette saw…
Descriptors: Educational Games, Student Motivation, Information Technology, Summer Programs
Gilliam, Melissa; Bouris, Alida; Hill, Brandon; Jagoda, Patrick – Journal of STEM Education: Innovations and Research, 2016
Alternate Reality Games (ARGs) are multiplayer role-playing games that use the real world as their primary platform and incorporate a range of media, including video, audio, email, mobile technologies, websites, live performance, and social networks. This paper describes the development, implementation, and player reception of "The…
Descriptors: STEM Education, Educational Games, Computer Games, Computer Simulation

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