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McConnell, William J.; Dickerson, Daniel – Science and Children, 2013
One game that seems to intrigue almost any child is Angry Birds, a popular video game available on most media devices in which a player uses a slingshot to hurl small, angry birds through the air in hopes they will knock over pigs resting on complex, destructible structures. Presented in this article is a half-day lesson, in which fourth graders…
Descriptors: Science Instruction, Video Games, Elementary School Science, Grade 4
Ingram-Goble, Adam – ProQuest LLC, 2013
This is an exploratory design study of a novel system for learning programming and 3D role-playing game design as tools for social change. This study was conducted at two sites. Participants in the study were ages 9-14 and worked for up to 15 hours with the platform to learn how to program and design video games with personally or socially…
Descriptors: Role Playing, Educational Games, Social Change, Computer Simulation
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Miller, Andrew; Eather, Narelle; Gray, Shirley; Sproule, John; Williams, Cheryl; Gore, Jennifer; Lubans, David – European Physical Education Review, 2017
The primary objective of this study was to evaluate the efficacy of a continuing professional development (CPD) intervention in producing changes in physical education (PE) teaching practice and PE teaching quality by generalist primary school teachers when the CPD addressed the use of a game-centred approach. A cluster randomized controlled trial…
Descriptors: Professional Continuing Education, Teacher Competencies, Elementary School Teachers, Faculty Development
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Mitchell, Alanah; Petter, Stacie; Harris, Albert L. – Journal of Information Technology Education: Innovations in Practice, 2017
Aim/Purpose: This paper provides a review of previously published work related to active learning in information systems (IS) courses. Background: There are a rising number of strategies in higher education that offer promise in regards to getting students' attention and helping them learn, such as flipped classrooms and offering courses online.…
Descriptors: Active Learning, Information Systems, Learning Activities, Success
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Su, Chung-Ho – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Since recommendation systems possess the advantage of adaptive recommendation, they have gradually been applied to e-learning systems to recommend subsequent learning content for learners. However, problems exist in current learning recommender systems available to students in that they are often general learning content and unable to offer…
Descriptors: Geometry, Cognitive Style, Mathematics, Mathematics Education
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Ryder, Robert; Machajewski, Szymon – International Journal of Educational Technology, 2017
This qualitative case study reports the adoption of gamification in a college level foreign language courses. An exploratory approach allows the authors to describe how gamification was applied and what results were documented. A custom mobile app was adopted to increase engagement and interest of students in the specific field of study. External…
Descriptors: Qualitative Research, Case Studies, Educational Games, Teaching Methods
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Ebrahimzadeh, Mohsen – English Language Teaching, 2017
The present study investigated vocabulary acquisition through a commercial digital video game compared to a traditional pencil-and-paper treatment. Chosen through cluster sampling, 241 male high school students (age 12-18) participated in the study. They were randomly assigned to one of the following groups. The first group, called Readers,…
Descriptors: Vocabulary Development, Video Games, Conventional Instruction, Educational Technology
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Edmonds, Roger; Smith, Simon – Australasian Journal of Educational Technology, 2017
This paper presents research into the benefits and implementation strategies of integrating location-based mobile learning games in higher education courses to enhance educational experiences. Two approaches were studied: learning by playing, and learning by designing. In the first, games were developed for undergraduate courses in four discipline…
Descriptors: Telecommunications, Educational Technology, Technology Uses in Education, Higher Education
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Baker, David Scott; Underwood, James, III; Thakur, Ramendra – Marketing Education Review, 2017
This study aimed to establish a pedagogical positioning of a business marketing simulation as a grounded learning teaching tool and empirically assess the dimensions of cognitive absorption related to grounded learning effectiveness in an iterative business simulation environment. The method/design and sample consisted of a field study survey…
Descriptors: Marketing, Simulation, Predictor Variables, Instructional Effectiveness
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Whittaker, Chanel F.; Tom, Sarah E.; Bivens, Angel; Klein-Schwartz, Wendy – American Journal of Health Education, 2017
Background: Older adults with low health literacy are at increased risk of nonadherence, accidental drug exposure, and adverse events. Purpose: This study evaluated older adults' knowledge and awareness of medication safety and poison prevention resources using an interactive educational game compared to a less intensive intervention involving…
Descriptors: Older Adults, Health Education, Intervention, Adult Education
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Yang, Kai-Hsiang – Interactive Learning Environments, 2017
It is widely accepted that the digital game-based learning approach has the advantage of stimulating students' learning motivation, but simply using digital games in the classroom does not guarantee satisfactory learning achievement, especially in the case of the absence of a teacher. Integrating appropriate learning strategies into a game can…
Descriptors: Educational Games, Electronic Learning, Mastery Learning, Learning Theories
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Namgyel, Tshewang; Bharaphan, Khajornsak – Asia-Pacific Forum on Science Learning and Teaching, 2017
Photoelectric effect is regarded as one difficult topic in physics for science students because it is the abstract and multidimensional phenomenon. This study aims to develop the learning unit incorporated simulation and game with the 5E learning cycle for promoting the grade 12 science students' understanding of photoelectric effect and learning…
Descriptors: Computer Games, Computer Simulation, Grade 12, Physics
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Ryan, Carolyn S., Ed. – IntechOpen, 2017
Learning disabilities are conditions that are associated with difficulties in knowledge and skill acquisition to the level expected of same-age peers. The current book is an international examination of assessment methods, preventative measures, intervention, and research with those individuals with learning disabilities obtained from authors in…
Descriptors: Learning Disabilities, Foreign Countries, Classification, Identification
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Tucker, Stephen I.; Johnson, Teri Nicole – AERA Online Paper Repository, 2017
Interactions with technology have become a focus of education research, revealing specific constructs relevant to these interactions. Attributes of users and tools contribute to physically embodied interactions with technology and both users and tools modify attributes throughout these interactions. This study examines patterns of user-tool…
Descriptors: Mathematics Instruction, Handheld Devices, Telecommunications, Computer Oriented Programs
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Berkeley, Sheri; Menditto, Anna; Luh, Amanda; Yin, Robert K. – AERA Online Paper Repository, 2017
Project-based learning activities commonly occur as part of science classroom instruction. However, while there is a large body of research about self-regulation of discreet tasks, there is limited research about how students sustain self-regulated learning during complex, long-term learning tasks. A multiple case study design with quantitative…
Descriptors: Self Management, Middle School Students, Students with Disabilities, Learning Disabilities
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