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Hatch, Emily – Journal of General Music Education, 2023
The ability to compose music must be taught and practiced. Students need purposeful opportunities to develop their musical thinking. This article presents a number of games and playful work that teachers can use to develop musical thought and lead toward intentional composition.
Descriptors: Music Education, Thinking Skills, Musical Instruments, Skill Development
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Hellberg, Ann-Sofie – Journal of Pedagogical Research, 2023
This is the story of a course in higher education that, over a period of ten years, went from being one of the most popular courses, among both students and teachers, to becoming one of the more problematic. Students and teachers felt that the course had many problems that needed to be addressed. For the course round of 2022, the decision was…
Descriptors: Higher Education, Course Content, Instructional Design, Gamification
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Carmen Petrick Smith – Mathematics Teacher: Learning and Teaching PK-12, 2023
Geometric constructions present an opportunity to help students develop geometric proofs and justifications while actively creating mathematical representations (Mariotti, 2001). Though traditionally carried out with paper and pencil, dynamic geometry software allows students to produce more precise constructions with greater certainty…
Descriptors: Geometric Concepts, Mathematics Instruction, Teaching Methods, Validity
Deja L. Jones – ProQuest LLC, 2023
Research often overlooks the cultural significance of outdoor spaces for Black communities and their interactions with nature. Because of this prevalent oversight, there is a lack of emphasis on successful examples of how nature interactions have positively impacted Black children. This research study counteracted deficit models in environmental…
Descriptors: Cultural Influences, Natural Resources, African American Children, Family Influence
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Gao, Fengyan; Izadpanah, Siros – Education and Information Technologies, 2023
Recent developments in EFL) English Foreign Language) have intensified the need for computer games (CGs). However, far too little attention has been paid to this issue. The sample was selected using the two-stage cluster sampling method in this descriptive and correlational study. In the first stage, two institutes for males were randomly selected…
Descriptors: English Language Learners, Computer Games, Computers, Self Efficacy
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Wijaya, Mahaning Indrawaty – Education and Information Technologies, 2023
ERP courses have been running for decades and are applied by various university majors, ranging from business school, information systems, and computer science to industrial engineering. Every major has a different ERP curriculum that is adapted based on the nature and goals of the major. In conjunction with this, a lot of research has been…
Descriptors: Business Administration Education, Entrepreneurship, Curriculum Development, Business Schools
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Nilsson, Per – Statistics Education Research Journal, 2023
A design experiment where students in Grade 5 (11-12 years old) play the Color Run game constitutes the context for investigating how students can be introduced to informal hypothesis testing. The result outlines a three-step hypothetical learning trajectory on informal hypothesis testing. In the first step, students came to favor sample space…
Descriptors: Statistics Education, Teaching Methods, Educational Games, Grade 5
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Chang-Kredl, Sandra; Mamlok, Dan; Venkatesh, Vivek – American Journal of Play, 2023
The authors explore children's symbolic play that involves themes of fear and darkness, and they investigate the nature of children's binary oppositions, particularly between self and other. Their account is based on a year-long qualitative study they conducted with seven children, four to ten years of age. They observed the children engage with…
Descriptors: Play, Fear, Young Children, Preadolescents
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Zhang, Rujing; Chen, Jingying; Wang, Guangshuai; Xu, Ruyi; Zhang, Kun; Wang, Jidong; Zheng, Wenming – Interactive Learning Environments, 2023
Visual motor integration (VMI) is considered a key predictor of adaptive functioning in children with autism spectrum disorder (ASD). However, information regarding the VMI characteristics of children with ASD is scarce because existing assessment methods have focused on outcome measures while neglecting process measures due to the high failure…
Descriptors: Sensory Integration, Autism Spectrum Disorders, Computer Games, Young Children
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Rahmadi, Imam Fitri; Lavicza, Zsolt; Kocadere, Selay Arkün; Sri Padmi, Russasmita; Houghton, Tony – Interactive Learning Environments, 2023
The practice of microgame-based learning is relatively new and appears to have the potential to facilitate knowledge and skills acquisition in various educational settings. Questions have been raised recently about possible scenarios in which to use microgames for supporting learning and instruction processes. The present study investigates…
Descriptors: Game Based Learning, Teacher Attitudes, Preferences, Elementary School Teachers
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Luis Antonio Andrade Rosas; Perla Lomelí – Journal on Efficiency and Responsibility in Education and Science, 2023
When workers hear about a possible promotion, it is common for them to get training, and they can do so through education. However, there is the possibility that the worker needs to receive a salary according to the knowledge acquired in such training. In this study, considering a population of employed workers with incomplete secondary school, we…
Descriptors: Costs, Student Costs, Paying for College, Cost Effectiveness
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Rafner, Janet; Wang, Qian Janice; Gadjacz, Miroslav; Badts, Thomas; Baker, Brendan; Bergenholtz, Carsten; Biskjaer, Michael Mose; Bui, Thomas; Carugati, Andrea; De Cibeins, Matthieu; Noy, Lior; Rahimi, Seyedahmad; Tylén, Kristian; Zana, Blanka; Beaty, Roger E.; Sherson, Jacob – Creativity Research Journal, 2023
For decades, researchers have struggled with measurement problems related to the "construct validity" of divergent and convergent thinking in creativity assessments. In response, some have called for battery-based approaches. Recently, digital games have emerged as a potential alternative, offering increased "scalability" and…
Descriptors: College Students, Creativity Tests, Nonverbal Tests, Abstract Reasoning
Dawn C. Tatum – ProQuest LLC, 2023
Gamification is a term used to describe the art of taking a process or a task and making it into a game. Using games as a way to make mundane tasks or necessary lessons more fun is used in many aspects of life. Parents often use games to teach children tasks, and teachers use games to enforce learning, and much more. The gamification of Security…
Descriptors: Game Based Learning, Information Security, Computer Security, Behavior Patterns
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Long, Bern – Australian Primary Mathematics Classroom, 2023
In this article the author describes an intervention program for students who were approximately six months behind expected standards. The program, "Prepare 2 Learn," had four components: building prior knowledge; developing mental computational fluency; encouraging a growth mindset; and meta-cognitive strategies. The qualitative data…
Descriptors: Brain Hemisphere Functions, Mathematics Instruction, Intervention, Standards
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Croxton, DeVaughn; Kortemeyer, Gerd – Physics Education, 2018
Researching informal gameplay can be challenging, since as soon as a formal study design is imposed, it becomes neither casual nor self-motivated. As a case study of a non-invasive design, we analyze publicly posted gameplay videos to assess the effectiveness of a physics educational video game on special relativity. These videos offer unique…
Descriptors: Physics, Science Instruction, Video Games, Case Studies
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