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Tham, Raymond; Tham, Lesley – International Journal on E-Learning, 2014
The Internet Generation today is accustomed to multi-tasking, graphics, fun, and fantasy. Educators are finding it challenging to engage and motivate students with the traditional mode of teaching. They are increasingly seeking to tap the potential of game-based learning to engage and motivate learners. Game-based learning is also catching on in…
Descriptors: Foreign Countries, Educational Games, Higher Education, College Students
Beserra, Vagner; Nussbaum, Miguel; Zeni, Ricardo; Rodriguez, Werner; Wurman, Gabriel – Educational Technology & Society, 2014
Studies show the positive effects that video games can have on student performance and attitude towards learning. In the past few years, strategies have been generated to optimize the use of technological resources with the aim of facilitating widespread adoption of technology in the classroom. Given its low acquisition and maintenance costs, the…
Descriptors: Video Games, Mathematics Instruction, Arithmetic, Computer Assisted Instruction
Israel, Maya; Marino, Matthew T.; Basham, James D.; Spivak, Wenonoa – Journal of Research on Technology in Education, 2013
Instructional designers are increasingly considering how to include students as participants in the design of instructional technologies. This study provides a lens into participatory design with students by examining how students conceptualized learning applications in science, technology, engineering, and mathematics (STEM) by designing paper…
Descriptors: Elementary School Students, Grade 5, Instructional Design, Computer Oriented Programs
Sadeghi, Karim; Dousti, Masoumeh – English Language Teaching, 2013
In the twenty-first century, integration of technology into education is a force worthy of contemplation. Among all the possible technological tools that can be integrated into EFL classes, computers seem to have achieved a more dominant position. One of the outstanding features of computers is their potential to present educational games and to…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Technology Integration
Radakovic, Davorka; Herceg, Dorde – Acta Didactica Napocensia, 2013
Dynamic geometry software (DGS) is often used for development of interactive teaching materials in many subjects, not only mathematics. These interactive materials can contain hundreds of elements in order to represent complex objects, and script programs to control their behavior. We propose an approach for creating, importing and using…
Descriptors: Educational Games, Mathematics Instruction, Instructional Materials, Geometry
Samalot-Rivera, Amaury; Porretta, David – Physical Education and Sport Pedagogy, 2013
Background: Many educators assume that students develop appropriate social skills as a by-product of participation in physical education and sports (Hellison 2003). However, it has been demonstrated that appropriate social behaviours improve when interventions are implemented (Balderson and Sharpe 2005). It is known that students with…
Descriptors: Social Behavior, Behavior Disorders, Emotional Disturbances, Disabilities
Lynch, Raymond; Patten, James Vincent; Hennessy, Jennifer – Educational Research, 2013
Background: This article considers the impact of differential task difficulty on student engagement and progression within an Irish primary school context. Gaining and maintaining student engagement during learning tasks such as homework is a significant and understandable on-going challenge for teachers. The findings of this study hold the…
Descriptors: Foreign Countries, Difficulty Level, Learner Engagement, Homework
Chen, Hui-Hua – Early Child Development and Care, 2013
This study examined connections among couple relationship quality, coparenting, and mother and father involvement in 100 families from urban Central Taiwan. Fathers and mothers with at least one school-age child completed questionnaires regarding their couple satisfaction and consensus, coparenting techniques and consistency, and involvement in…
Descriptors: Foreign Countries, Child Rearing, Fathers, Correlation
Wang, Carrie Lijuan; Ha, Amy S. – Sport, Education and Society, 2013
The two-pronged purpose of this study is to examine factors determining the teaching behaviour of pre-service physical education (PE) teachers towards a constructivist approach, likewise referred to as teaching games for understanding (TGfU). Theory of planned behaviour (TPB) was applied to guide the formulation of research purpose and design. Six…
Descriptors: Behavior Theories, Preservice Teacher Education, Physical Education Teachers, Preservice Teachers
Giles, David – Center for an Urban Future, 2013
As more and more New Yorkers turn to digital books, Wikipedia and other online tools for information and entertainment, there is a growing sense that the age of the public library is over. But, in reality, New York City's public libraries are more essential than ever. Far from becoming obsolete, the city's three public library systems--Brooklyn,…
Descriptors: Public Libraries, Library Role, Human Capital, Quality of Life
Lamb, Richard L. – ProQuest LLC, 2013
Serious Educational Games (SEGs) have been a topic of increased popularity within the educational realm since the early millennia. SEGs are generalized form of Serious Games to mean games for purposes other than entertainment but, that also specifically include training, educational purpose and pedagogy within their design. This rise in popularity…
Descriptors: Educational Games, Models, Artificial Intelligence, Neurological Organization
Amory, Alan – Australasian Journal of Educational Technology, 2010
The aim of this study was to investigate the use of an educational computer video game in teaching and learning. Cultural-historical activity theory is used heuristically to explore the social and cultural interactions during game play. It is argued that knowledge construction occurs when video games function as a tool to mediate learning rather…
Descriptors: Foreign Countries, Health Education, Video Games, Case Studies
Association Supporting Computer Users in Education, 2017
The Association Supporting Computer Users in Education (ASCUE) is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. Begun in 1968 as the College and University Eleven-Thirty Users' Group…
Descriptors: Computer Assisted Instruction, Computer Uses in Education, Computer Software, Conferences (Gatherings)
McCoy, Leah P., Ed. – Online Submission, 2017
This document presents the proceedings of the 22nd Annual Research Forum held June 29, 2017, at Wake Forest University in Winston-Salem, North Carolina. Included are the following 12 action research papers: (1) Using Captioned Video to Teach Listening Comprehension in a Spanish Classroom (Michelle Allen); (2) Multimodal Instruction: How Film…
Descriptors: Video Technology, Teaching Methods, Listening Comprehension, Spanish
Rai, Dovan; Beck, Joseph E. – International Journal of Game-Based Learning, 2012
Educational games intend to make learning more enjoyable, but carry the potential cost of compromising learning efficiency by consuming both instructional time and student cognitive resources. Therefore, instead of creating an educational game, the authors create a learning environment with game-like elements, the aspects of games that are…
Descriptors: Mathematics Education, Educational Environment, Games, Educational Experiments

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