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Kim, Minsung; Shin, Jungyeop – Journal of Geography, 2016
This article investigated the pedagogical potential of the "SimCity" simulation game in an urban geography course. University students used "SimCity" to build their own cities and applied a wide range of theories to support their urban structures. Moreover, the students critically evaluated the logic and functioning of the…
Descriptors: Urban Areas, Geography Instruction, Computer Simulation, Teaching Methods
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Denham, André R.; Mayben, Robert; Boman, Terri – TechTrends: Linking Research and Practice to Improve Learning, 2016
In the past 15 to 20 years there has been an increased interest in the use of games for learning. A considerable amount of work has already been done by educational researchers and theorists (Gee, Squire, Malone, Lepper, Shaffer, etc.) to identify and to operationalize the native affordances of games that make them good for learning. Unfortunately…
Descriptors: Elementary Secondary Education, Educational Games, Computer Software, Computer Uses in Education
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Fazlyeva, Zulfiya Kh.; Sheinina, Dina P.; Deputatova, Natalia A. – International Journal of Environmental and Science Education, 2016
Relevance of the problem stated in the article is determined by new teaching approach uniting the traditional teaching experience with that of the modern information technologies, all being merged into a new course of the computer lingua-didactics (the international term of which is "Computer Assisted Language Learning" (CALL) or…
Descriptors: Student Projects, Teaching Methods, Computer Assisted Instruction, Second Language Instruction
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Oskenbay, Fariza; Tolegenova, Aliya; Kalymbetova, Elmira; Chung, Man Cheung; Faizullina, Aida; Jakupov, Maksat – International Journal of Environmental and Science Education, 2016
This study explores psychological trauma as a reason for computer game addiction among adolescents. The findings of this study show that there is a connection between psychological trauma and computer game addiction. Some psychologists note that the main cause of any type of addiction derives from psychological trauma, and that finding such…
Descriptors: Trauma, Mental Health, Psychology, Computer Games
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Franetovic, Marija – Journal of Educational Multimedia and Hypermedia, 2016
This case study research sought to understand a subset of the next generation in reference to virtual world learning within a game development course. The students completed an ill-structured team project which was facilitated using authentic learning strategies within a virtual world over a period of seven weeks. Research findings emerged from…
Descriptors: Educational Games, Instructional Design, Student Developed Materials, Computer Simulation
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Butler, Clare – Accounting Education, 2016
This paper describes the development of the Probability Evaluation Game (PEG): an innovative teaching instrument that emphasises the sophistication of listening and highlights listening as a key skill for accounting practitioners. Whilst in a roundtable format, playing PEG involves participants individually evaluating a series of probability terms…
Descriptors: Accounting, Probability, Educational Games, Listening Skills
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Cunha, Kátia Machinez; Sholl-Franco, Alfred – Journal of Research in Special Educational Needs, 2016
The use of inclusive teaching materials that motivate and encourage the development of executive functions has been neglected by the mathematic teaching, in which intelligence is valued, but no efforts are made to stimulate it. There are numerous reasons for that, among which are teachers' and students' unawareness that mathematics involves higher…
Descriptors: Inclusion, Teaching Methods, Instructional Materials, Workshops
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Artym, Corbett; Carbonaro, Mike; Boechler, Patricia – Australian Educational Computing, 2016
There is a growing interest in the application of digital games to enhance learning across many educational levels. This paper investigates pre-service teachers' ability to operationalize the learning principles that are considered part of a good digital game (Gee, 2007) by designing digital games in Scratch. Forty pre-service teachers, enrolled…
Descriptors: Preservice Teachers, Educational Technology, Instructional Design, Surveys
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Stagg, Bethan C.; Donkin, Maria E. – Journal of Biological Education, 2016
Most beginners are introduced to plant diversity through identification keys, which develop differentiation skills but not species memorisation. We propose that mnemonics, memorable "name clues" linking a species name with morphological characters, are a complementary learning tool for promoting species memorisation. In the first of two…
Descriptors: Teaching Methods, Mnemonics, Plants (Botany), Memorization
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Yilmaz, Yucel – Studies in Second Language Acquisition, 2016
This article reports on a study that investigated the effects of two feedback exposure conditions on the acquisition of two Turkish morphemes. The study followed a randomized experimental design with an immediate and a delayed posttest. Forty-two Chinese-speaking learners of Turkish were randomly assigned to one of three groups: receivers,…
Descriptors: Turkish, Morphemes, Feedback (Response), Second Language Learning
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Underwood, Charles; Mahmood, Mara Welsh; Pranzetti, Dirce M. F.; Toloza de O. Costa, Maria Cec?lia – International Journal for Research on Extended Education, 2016
This research examines mediational processes in digital activities at Projeto Clicar, a program designed to promote the social inclusion of children living and working on the streets of São Paulo, Brasil. It offers a cognitive ethnography of how the program's particular relational habitus, or pedagogical frame, shapes children's participatory…
Descriptors: Mediation Theory, Inclusion, Social Integration, Homeless People
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Hansen, Alexandria Killian; Dwyer, Hilary; Harlow, Danielle Boyd; Franklin, Diana – AERA Online Paper Repository, 2016
We developed the Draw-A-Computer-Scientist-Test (DACST) to better understand elementary school students' conceptions of computer scientists and the nature of their work. By understanding how young children perceive computer scientists, we can broaden their ideas about the activities and images of computer scientists. We administered the DACST to…
Descriptors: Computer Science, Scientists, Elementary School Students, Concept Formation
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Rowe, Elizabeth; Eagle, Michael; Hicks, Drew – International Educational Data Mining Society, 2016
Building on prior work visualizing player behavior using interaction networks [1], we examined whether measures of implicit science learning collected during gameplay were significantly related to changes in external pre-post assessments of the same constructs. As part of a national implementation study, we collected data from 329 high school…
Descriptors: Incidental Learning, Educational Games, Scientific Concepts, Optics
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Katmada, Aikaterini; Mavridis, Apostolos; Tsiatsos, Thrasyvoulos – Electronic Journal of e-Learning, 2014
This paper focuses on the design, implementation and evaluation of an online game for elementary and middle school mathematics. Its aim is twofold: (a) the development of the prototype of a flexible and adaptable computer game, and (b) the evaluation of this prototype, as to its usability and technical aspects. The particular computer game was…
Descriptors: Educational Games, Computer Games, Mathematics Instruction, Elementary School Mathematics
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Akpan, Joseph P.; Beard, Lawrence A. – Universal Journal of Educational Research, 2014
Educators and caregivers now have the opportunity to individualize and differentiate instructions with many technological devices never before available. Assistive Technology is being introduced in the classroom at all levels as a tool for teachers to help deliver instruction to all students. Assistive Technology is widely used to ensure…
Descriptors: Assistive Technology, Technology Uses in Education, Mathematics Instruction, Teaching Methods
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