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Showing 616 to 630 of 652 results Save | Export
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Stella Tarrant; Laura D’Olimpio – Analytic Teaching and Philosophical Praxis, 2017
To engage not only with what one thinks but also how one thinks, is to think philosophically. A student's capacity to think philosophically strengthens their ability to learn and the depth of her or his understanding. This praxis research project was aimed at developing students' capacities to 'think philosophically'. The Community of Inquiry is a…
Descriptors: Philosophy, Teaching Methods, Communities of Practice, Higher Education
Vanyi, Jennifer – ProQuest LLC, 2018
An ongoing concern at institutions of higher education is persistence among underrepresented minority students in science, technology, engineering and mathematics (STEM) programs. This qualitative exploratory case study was designed to investigate whether combining two strategies, orientations and gamification, to provide more supports for…
Descriptors: Teaching Methods, Disproportionate Representation, Minority Group Students, Academic Achievement
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Grantee Submission, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Marzano Research, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
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Agarwal, Chesta; Chakraborty, Pinaki – Education and Information Technologies, 2019
Widespread use of English in the academia and in business is leading an increasing number of people to learn it as a second or a foreign language. Computer aided pronunciation training (CAPT) systems are used by non-native English speakers for improving their English pronunciation. A typical CAPT tool records the speech of a learner, detects and…
Descriptors: Educational Technology, Technology Uses in Education, English for Academic Purposes, English for Special Purposes
Akayuure, Peter; Ali, Clement Ayarebilla – Online Submission, 2016
One major drawback to the curriculum demand for the use of indigenous games in mathematics classrooms is the inability of most teachers to identify the mathematics in these games and consequently incorporate them when teaching specific mathematics content. The primary purpose of the study is therefore to analyze and show how the indigenous…
Descriptors: Junior High School Students, Indigenous Knowledge, Teaching Methods, Mathematics Instruction
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Mechtley, Adam – Educational Media and Technology Yearbook, 2015
Some recent science education scholarship has called for a renewed focus on empowering learners to engage with science for personally and socially meaningful purposes. However, engaging with science in these ways requires that learners adopt epistemic aims in their activity, which we cannot take for granted. I argue here that serious games could…
Descriptors: Game Based Learning, Teaching Methods, Educational Technology, Technology Uses in Education
Saad, Ahmad Fuad – Online Submission, 2021
There are always challenges in teaching K-12 students Science, Technology, Engineering and Mathematics which is called STEM subjects due to the scientific nature of these disciplines that require strong and higher order thinking along with the ability to connect abstract concepts and relate to them. Additionally, there is a decrease in number of…
Descriptors: STEM Education, Elementary Secondary Education, Teaching Methods, Learner Engagement
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Ju Seong Lee, Editor; Di Zou, Editor; Michelle Mingyue Gu, Editor – New Language Learning and Teaching Environments, 2024
This edited book explores the integration of technology into English language education, with a particular focus on extracurricular and extramural contexts. The editors and an international team of scholars discuss how English teachers can critically and systematically design and implement language activities inside and outside the classroom to…
Descriptors: Guides, English (Second Language), Second Language Instruction, Second Language Learning
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Hobbs, Laura; Hartley, Calum; Bentley, Sophie; Bibby, Jordan; Bowden, Lauren; Hartley, Jackie; Stevens, Carly – Educational & Child Psychology, 2020
Aims: To gain practice-based insights, we evaluated outcomes from a science-themed Minecraft Club for children with Special Educational Needs over a four-year period. Science topics were introduced, followed by themed building in Minecraft in a multi-player setting. Particular focus was placed on the benefits of playing a shared-interest game in a…
Descriptors: Extracurricular Activities, Special Needs Students, Special Education, Game Based Learning
Pinder, Patrice Juliet – Online Submission, 2016
Although game based learning (gbl) has been widely utilized by the military, education, marketing, and advertising sectors, its effectiveness as a learning strategy or training tool is still unclear (Ariffin, Oxley, & Suliman, 2014). The present study addresses this gap and examines the effectiveness of using game based learning in primary…
Descriptors: Game Based Learning, Teaching Methods, Instructional Effectiveness, Elementary Education
Istance, David; Paniagua, Alejandro – Center for Universal Education at The Brookings Institution, 2019
This report follows up on the book "Leapfrogging Inequality: Remaking Education to Help Young People Thrive," published in 2018 by the Center for Universal Education (CUE) at the Brookings Institution. The book argued the importance of education leapfrogging--creating transformative shifts rather than incremental evolution by harnessing…
Descriptors: Educational Innovation, Educational Change, Teaching Methods, Teacher Role
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Kyei-Blankson, Lydia, Ed.; Ntuli, Esther, Ed.; Blankson, Joseph, Ed. – IGI Global, 2020
While online courses are said to be beneficial and many reputable brick and mortar higher education institutions are now offering undergraduate and graduate programs online, there is still ongoing debate on issues related to credibility and acceptability. There is some reluctance to teach online and to admit and hire students who have enrolled in…
Descriptors: Student Experience, Online Courses, Electronic Learning, Teaching Methods
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Qurat-ul-Ain; Shahid, Farah; Aleem, Muhammad; Islam, Muhammad Arshad; Iqbal, Muhammad Azhar; Yousaf, Muhammad Murtaza – EURASIA Journal of Mathematics, Science and Technology Education, 2019
The technology works as a catalyst through which many changes occur in the learning approaches, teaching methodologies, research arena, in the work environment and in the use of information and knowledge. Helping students to learn using technological tools rather than using conventional techniques has become more popular in the 21st century in…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Teaching Methods
Ritson, Darren J. – ProQuest LLC, 2019
A traditional mode of Earth Science instruction in public day high schools for students with severe emotional behavioral disorders (EBD) is teacher-delivered lectures supported with paper-based laboratory exercises. These laboratory experiences are often presented through worksheet problems that students are asked to solve and return to the…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, High School Students
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