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Wang, Lih-Ching Chen; Lam, Eddie T. C.; Hu, Zhenzhen – International Journal of Technology in Teaching and Learning, 2021
Though it is not easy for Western learners to master, the Chinese language has gain its popularity in the United States in recent years. Modern digital instructional technologies can address some of the issues in learning difficulties of the language. This study examined the effects of Quizlet-based learning activities on the attitudes, beliefs,…
Descriptors: Educational Technology, Electronic Learning, Learning Activities, High School Students
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Litster, Kristy; Lommatsch, Christina W.; Novak, Joshua R.; Moyer-Packenham, Patricia S.; Harmon, M. Jill; Roxburgh, Allison L.; Bullock, Emma P. – International Journal of Science and Mathematics Education, 2021
This study explored associations among children's prior attitudes, prior mathematics knowledge, and frequency of digital game use, with children's perceptions of game affordances, and transfer to out-of-game performance when interacting with digital math games, with respect to gender. Participants were 187 children (ages 8-12). An SEM mediation…
Descriptors: Gender Differences, Pretests Posttests, Computer Games, Student Attitudes
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Oyserman, Daphna; Dawson, Andrew – Journal of Experimental Education, 2021
We build on identity-based motivation theory to integrate research on in-person and virtual learning environments so that we can articulate which features of virtual learning environments are likely to support or impede learning and identity exploration. Although students experience their identities as stable anchors for meaning-making and action,…
Descriptors: Transformative Learning, Learner Engagement, Self Concept, Learning Processes
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Foutsitzi, Sotiria; Caridakis, George – International Education Studies, 2021
This paper is analyzing feedback collected from Greek high school teachers, in order to answer questions regarding the use of Information and Communication Technologies (ICT) as part of their teaching practices in Greek schools. Various hypothesis tests are presented, in order to focus on perceptions, look into possible problems and see how…
Descriptors: Technology Integration, High School Teachers, Teacher Characteristics, Teacher Motivation
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Joslyn, P. Raymond; Kronfli, Faris R. – Education and Treatment of Children, 2021
We implemented a rapid protocol to train teachers in a school for detained juvenile offenders to implement the Good Behavior Game, an empirically supported group contingency procedure, in their classrooms. Data were collected on both teacher (i.e., two measures of treatment integrity) and student behavior (i.e., disruptive behavior). Results…
Descriptors: Behavior Problems, Program Implementation, Program Effectiveness, Game Based Learning
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Zapata-Caceres, Maria; Martin-Barroso, Estefania; Roman-Gonzalez, Marcos – IEEE Transactions on Learning Technologies, 2021
Computational thinking (CT) can be considered a 21st century core skill and, accordingly, it should be taught to students at an early age. Nevertheless, the implementation of CT in school curricula is still in an experimental stage, given that different performance metrics remain unclear, including the appropriate age for learning each skill, the…
Descriptors: Thinking Skills, Problem Solving, Computation, Elementary School Students
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Kang, Youngju; Ritzhaupt, Albert – Journal of Educational Multimedia and Hypermedia, 2021
The purpose of this study was to investigate student motivation and achievement in music appreciation by comparing web-based and game-based online music learning environments. Undergraduate students (N = 132) from a public research university in the southeastern United States participated in the study. Based on the pretest-posttest control-group…
Descriptors: Game Based Learning, Electronic Learning, Music Appreciation, Student Motivation
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Woods, Annette; Jeffries, Michelle – Teachers College Record, 2021
Background/Context: There are recent trends of bringing highly defined, teacher-directed pedagogies into early-childhood contexts in Australia, the United States. and other Western contexts. While the justification for these moves is often the improvement of outcomes for young children, they ignore the large body of research that attests to the…
Descriptors: Foreign Countries, Young Children, Literacy Education, Educational Games
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Johnson, Lindy L.; Kim, Grace MyHyun – English Teaching: Practice and Critique, 2021
Purpose: The purpose of this study is to examine the use of game-based learning for approximations of practice within a critical, project-based (CPB) clinical experience for preservice teachers (PSTs). Within the clinical experience, secondary English Language Arts PSTs practiced modeling argumentative thinking through playing a board game,…
Descriptors: Game Based Learning, Preservice Teacher Education, Student Projects, Active Learning
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Tabuena, Almighty C. – Online Submission, 2021
This study emphasizes findings from literature reviews that aimed to describe and present the current teaching strategies in Music education. These teaching strategies are one of the needed primary skills of Music teachers to address the learning challenges, competencies, and diverseness of the existing curriculum, help them to explore the needs…
Descriptors: Teaching Methods, Music Education, Music Teachers, Teaching Skills
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Canto, Silvia; Jauregi-Ondarra, Kristi – Research-publishing.net, 2021
Game-based learning is gaining popularity in language education. For the present study, three games were developed with a central focus on intercultural interaction to be played internationally in dyads or small groups using Video-Communication (VC) tools or a Virtual World (VW). The interactions were carried out in Spanish as a Lingua Franca (LF)…
Descriptors: Interaction, Game Based Learning, Learner Engagement, Second Language Learning
Bird, Ronit – SAGE Publications Ltd (UK), 2021
This practical book draws on Ronit Bird's teaching experience to create detailed strategies and teaching plans for students aged 9-16 who have difficulties with number. Activities and games are used to teach numeracy skills in these key areas: number components, bridging, multiplication, division and reasoning strategies. New to this edition: (1)…
Descriptors: Learning Disabilities, Numeracy, Mathematics Instruction, Teaching Methods
Kirankumar, Veena; Sung, Hanall; Swart, Michael; Kim, Doy; Xia, Fangli; Kwon, Oh Hoon; Nathan, Mitchell; Walkington, Candace – Grantee Submission, 2021
This study looks at how students embody their ideas about geometry conjectures and how those ideas travel within and between student groups. In one classroom of a Title 1 high school, students participated in a three-part program in which they: (1) played "The Hidden Village," a motion-capture video game where they assess the veracity of…
Descriptors: Geometry, Mathematics Instruction, High School Students, Video Games
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Rita Yeboah; Kwaku Darko Amponsah; Priscilla Commey Mintah; John Sedofia; Phyllis Bernice Kwarteng Donkor (Opare) – Education 3-13, 2025
This research explores how primary school teachers use games to enhance pupils' learning and development of conceptual knowledge. The study employs an illustrative case study design; data was collected through interviews with thirty (30) teachers who were selected using purposive sampling technique. Twenty teachers had some knowledge of game-based…
Descriptors: Foreign Countries, Game Based Learning, Teacher Attitudes, Mathematics Instruction
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Ian Thacker; Hannah French; Shon Feder – International Journal of Science Education, 2025
Presenting novel numbers about climate change to people after they estimate those numbers can shift their attitudes and scientific conceptions. Prior research suggests that such science learning can be supported by encouraging learners to make use of given benchmark information, however there are several other numerical estimation skills that may…
Descriptors: Climate, Computation, College Students, Hispanic American Students
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