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Eskola, Sisko; Tossavainen, Kerttu; Bessems, Kathelijne; Sormunen, Marjorita – Educational Research, 2018
Background: Increasing numbers of children are facing health problems as a result of physical inactivity. Besides the home, school is a natural place to promote children's daily physical activity (PA). Knowledge about factors promoting or preventing children's PA at school, from the perspective of children, is limited. Purpose: The purpose of this…
Descriptors: Physical Activity Level, Child Health, Life Style, School Role
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Kang, Myunghee; Yoon, Seonghye; Kang, Minjeng; Jang, JeeEun; Lee, Yujung – Journal of Educational Multimedia and Hypermedia, 2018
The purpose of this study was to design and develop an educational game which facilitates building adolescents' knowledge and attitudes in financial principles of a daily life. To achieve this purpose, the authors designed a learner-centered big game for financial education by applying an experience-based triple-diamond instructional design model…
Descriptors: Adolescents, Knowledge Level, Student Attitudes, Money Management
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Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed.; Sampson, Demetrios G., Ed. – Cognition and Exploratory Learning in the Digital Age, 2022
This volume focuses on the implications of digital technologies for educators and educational decision makers that are not widely represented in the literature. The chapters contained in the volume are based on the presentations at the 2020 edition of the CELDA conference and cover multiple developments in the field such as deploying learning…
Descriptors: Educational Technology, Electronic Learning, Technology Integration, Teaching Methods
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Fraenkel, Aviezri S. – College Mathematics Journal, 2012
WYTHOFF is played on a pair of nonnegative integers, (M, N). A move either subtracts a positive integer from precisely one of M or N such that the result remains nonnegative, or subtracts the same positive integer from both M and N such that the results remain nonnegative. The first player unable to move loses. RATWYT uses rational numbers…
Descriptors: Numbers, Games, Graphs, College Mathematics
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Vosburg, Donald – CALICO Journal, 2017
The use of video games as a learning tool, in particular massively multiplayer online games (MMOGs), continues to grow, as does the research in this field of study; research to date has revealed benefits to the language learner as well as hindrances and research gaps (Godwin-Jones, 2014). This study examines participant perspectives on group…
Descriptors: Video Games, Teaching Methods, Educational Technology, Second Language Learning
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McDonald, Scott Douglas – Interdisciplinary Journal of e-Skills and Lifelong Learning, 2017
Aim/Purpose: Students face many challenges improving their soft skills such as critical thinking. This paper offers one possible solution to this problem. Background: This paper considers one method of enhancing critical thinking through a problem-solving game called the Coffee Shop. Problem-solving is a key component to critical thinking, and…
Descriptors: Critical Thinking, Problem Solving, Thinking Skills, Educational Games
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Honoré, Nastasya; Noël, Marie-Pascale – Journal of Education and Training Studies, 2017
Working memory capacities are associated with mathematical development. Many studies have tried to improve working memory abilities through training. Furthermore, the central executive has been shown to be the component of working memory, which is the most strongly related to numerical and arithmetical skills. Therefore, we developed a training…
Descriptors: Short Term Memory, Kindergarten, Randomized Controlled Trials, Training
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Casanoves, Marina; Salvadó, Zoel; González, Ángel; Valls, Cristina; Novo, Maria Teresa – Journal of Biological Education, 2017
In this paper we discuss an activity through which students learn basic concepts in genetics by taking part in a police investigation game. The activity, which we have called Recal, immerses students in a scientific-based scenario in which they play a role of a scientific assessor. Players have to develop and use scientific reasoning and…
Descriptors: Genetics, Foreign Countries, Police, Educational Games
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Gallup, Jennifer; Serianni, Barbara – Education and Training in Autism and Developmental Disabilities, 2017
This article explores emotional expression and awareness in the context of a virtual environment specific to young adults with autism spectrum disorder (ASD) and how emotional awareness and expression can support postsecondary outcomes. A qualitative study was conducted with five young adults with ASD who actively played a massively multiplayer…
Descriptors: Autism, Pervasive Developmental Disorders, Young Adults, Emotional Response
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Battistella, Paulo Eduardo; von Wangenheim, Christiane Gresse; von Wangenheim, Aldo; Martina, Jean Everson – Informatics in Education, 2017
The teaching of sorting algorithms is an essential topic in undergraduate computing courses. Typically the courses are taught through traditional lectures and exercises involving the implementation of the algorithms. As an alternative, this article presents the design and evaluation of three educational games for teaching Quicksort and Heapsort.…
Descriptors: Educational Games, Mathematics Curriculum, Mathematics Instruction, Undergraduate Study
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Sánchez-Mena, Antonio; Martí-Parreño, José – Electronic Journal of e-Learning, 2017
Gamification is the use of game design elements in non-game contexts and it is gaining momentum in a wide range of areas including education. Despite increasing academic research exploring the use of gamification in education little is known about teachers' main drivers and barriers to using gamification in their courses. Using a phenomenology…
Descriptors: Barriers, Phenomenology, Structured Interviews, Educational Games
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Li, Shupin; Hietajärvi, Lauri; Palonen, Tuire; Salmela-Aro, Katariina; Hakkarainen, Kai – Scandinavian Journal of Educational Research, 2017
The purpose of the study was to assess adolescents' participation in various socio-digital activities by using a self-report questionnaire, a social networking questionnaire, and interviews. The participants (n = 253) were grade 6-9 students from a multicultural lower-secondary school in Finland. Three profiles of socio-digital participation were…
Descriptors: Social Networks, Questionnaires, Friendship, Gender Differences
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Brayshaw, Mike; Gordon, Neil – New Directions in the Teaching of Physical Sciences, 2017
Connecting undergraduate students as partners can lead to the enhancement of the undergraduate experience and allow students to see the different sides of the university. Such holistic perspectives may better inform academic career choices and postgraduate study. Furthermore, student involvement in course development has many potential benefits.…
Descriptors: Undergraduate Students, Computer Science Education, Foreign Countries, Student Research
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Leonard, Jacqueline; Barnes-Johnson, Joy; Mitchell, Monica; Unertl, Adrienne; Stubbe, Christopher R.; Ingraham, Latanya – North American Chapter of the International Group for the Psychology of Mathematics Education, 2017
This research report presents the final year results of a three-year research project on computational thinking (CT). The project, funded by the National Science Foundation, involved training teachers in grades four through six to implement Scalable Game Design and LEGO® EV3 robotics during afterschool clubs. Thirty teachers and 531 students took…
Descriptors: Computation, Elementary School Teachers, Elementary School Students, STEM Education
Ito, Taro – ProQuest LLC, 2017
This study examined the extent to which the iPad app, Spatial Temporal Mathematics (ST Math), diminished college remedial mathematics students' natural number bias and deepened their fraction conceptual understanding. In this quasi-experimental study one class played the ST Math fraction games for 8 weeks, and they were compared to a control class…
Descriptors: College Mathematics, Remedial Mathematics, Instructional Effectiveness, Fractions
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