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Risley, Rachael; Hodkowski, Nicola M.; Tzur, Ron – North American Chapter of the International Group for the Psychology of Mathematics Education, 2015
This case study examined how a teacher's choice of numbers used in tasks designed to foster students' construction of a scheme for reasoning in multiplicative situations may afford or constrain their progression. This scheme, multiplicative double counting (mDC) is considered a significant conceptual leap from reasoning additively with units of…
Descriptors: Case Studies, Mathematics Instruction, Mathematics Teachers, Concept Formation
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Donaldson, Jeanne M.; Wiskow, Katie M.; Soto, Paul L. – Journal of Applied Behavior Analysis, 2015
The Good Behavior Game (GBG) has been demonstrated to reduce disruptive student behavior during implementation. The effects of playing the GBG on disruption immediately before and after the GBG are unknown. The current study evaluated the effects of the GBG on disruption in 5 kindergarten classes immediately before, during, and after GBG…
Descriptors: Student Behavior, Behavior Problems, Functional Behavioral Assessment, Behavior Change
Australian Council for Educational Research, 2020
The Australian Council for Educational Research (ACER) is one of the world's leading educational research centres. Since it was established in 1930, ACER has built a strong reputation as a provider of reliable support and expertise to education policymakers and professional practitioners. Each year, ACER is involved in a large number of research…
Descriptors: Foreign Countries, Educational Research, Achievement Tests, International Assessment
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Sweet, Shauna J.; Rupp, Andre A. – Journal of Educational Data Mining, 2012
The "evidence-centered design" (ECD) framework is a powerful tool that supports careful and critical thinking about the identification and accumulation of evidence in assessment contexts. In this paper, we demonstrate how the ECD framework provides critical support for designing simulation studies to investigate statistical methods…
Descriptors: Epistemology, Computer Games, Educational Games, Simulation
Clark, Colin Travis – ProQuest LLC, 2012
Young children must develop basic concepts of numeracy--one being that numbers have magnitudes that increase linearly--before they are able to succeed in mathematics. Children from low-income families have been found to be at a greater disadvantage in the development of numeracy, but this disadvantage can be overcome through the use of a simple…
Descriptors: Numeracy, Number Concepts, Young Children, Games
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Meyer, W. Max – Cultural Studies of Science Education, 2012
Analyses of the game "Spore" have centered on the important issues of accuracy of evolution content and engendering interest in science. This paper suggests that examination of the degree of scaffolding necessary to use the game in pedagogy is a missing part of the discussion, and then questions the longevity of the "Spore" discussion relative to…
Descriptors: Science Interests, Educational Environment, Science Instruction, Educational Technology
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Kovalik, Cindy L.; Kuo, Chia-Ling – Simulation & Gaming, 2012
This research project investigated student reaction to playing the DIFFUSION SIMULATION GAME (DSG) and how an instructor, who is a novice in playing online games, implemented the DSG in an online higher education course. The goal of this research project was to determine whether playing the DSG helps students learn and apply course content. In…
Descriptors: Computer Games, Educational Games, Computer Simulation, Innovation
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Brysch, Carmen P.; Huynh, Niem Tu; Scholz, Michael – Journal of Geography, 2012
Computer games, whether accessed online or through commercial software, have learning potential in educational settings. However, alignment with national, state, or local curriculum requirements can create a barrier. The purpose of this study was to conduct a content analysis of selected games that could be used in a sixth grade geography or…
Descriptors: Geography, National Standards, Computers, Content Analysis
Carr-Chellman, Alison – Learning & Leading with Technology, 2012
Boy culture is out of sync with school culture. There are several reasons for this, including zero tolerance policies that are too often taken to extremes, the lack of male teachers, and the compression of the curriculum. What's more, boy culture is not socially accepted, and boys quickly come to feel that they are not good at school. For many…
Descriptors: Educational Games, Teaching Methods, Popular Culture, Males
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Guillen-Nieto, Victoria; Aleson-Carbonell, Marian – Computers & Education, 2012
Although the value of serious games in education is undeniable and the potential benefits of using video games as ideal companions to classroom instruction is unquestionable, there is still little consensus on the game features supporting learning effectiveness, the process by which games engage learners, and the types of learning outcomes that…
Descriptors: Foreign Countries, Educational Games, Video Games, Learner Engagement
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Beaven, Tita, Ed.; Rosell-Aguilar, Fernando, Ed. – Research-publishing.net, 2021
The Innovative Language Pedagogy Report presents new and emerging approaches to language teaching, learning, and assessment in school, further education, and higher education settings. Researchers and practitioners provide 22 research-informed, short articles on their chosen pedagogy, with examples and resources. The report is jargon-free, written…
Descriptors: Instructional Innovation, Second Language Learning, Second Language Instruction, Teaching Methods
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Al-Bulushi, Ali H.; Al-Issa, Ali S. – International Journal of Instruction, 2017
Language learning games combine a number of linguistic, psychological and social elements that have been found to have considerable advantages and powerfully impact language learning and teaching. They are incorporated into language curricula to promote interactive engaging learning. This study investigates the role of games in the Omani ELT…
Descriptors: Second Language Learning, Second Language Instruction, Content Analysis, English (Second Language)
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Gressick, Julia; Langston, Joel B. – Journal of the Scholarship of Teaching and Learning, 2017
There is a breadth of psychological research that points to potential cognitive benefits of game play. Games engage and motivate learners while promoting mastery of skills and content knowledge. Further, thoughtfully applying gaming elements and structures to classroom environments, an approach called gamification, has the potential to optimize…
Descriptors: Undergraduate Students, Educational Games, Educational Practices, Classroom Techniques
Zurek, Stacey – ProQuest LLC, 2017
The merits of gamification as a learner-centered pedagogy that positively influences learner engagement and motivation are widely established in the literature; yet, few studies have ventured beyond motivation to consider the impact gamification has on self-efficacy. Moreover, guidance for the effective design and development of gamified…
Descriptors: Formative Evaluation, Educational Research, Instructional Design, Self Efficacy
Machajewski, Szymon Tomasz – Online Submission, 2017
Between 2000 and 2016, the STEM industry reportedly added jobs at the rate of 28% while all jobs were growing at only 6%. However, 48% of bachelor's degree students and 69% of associate's degree students in STEM majors left their program of study between 2003 and 2009. The high attrition rate is often attributed to low student engagement, boredom,…
Descriptors: College Science, STEM Education, Introductory Courses, Case Studies
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