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Eltahir, Mohd. Elmagzoub; Alsalhi, Najeh Rajeh; Al-Qatawneh, Sami; AlQudah, Hatem Ahmad; Jaradat, Mazan – Education and Information Technologies, 2021
The objective of this study was to evaluate the impact of game-based learning (GBL) on students' motivation, engagement and academic performance on an Arabic language grammar course at Ajman University. The study was carried out utilizing a case study of quasi-empirical design. The respondents were 107 learners, grouped into two groups: one…
Descriptors: Game Based Learning, Student Motivation, Learner Engagement, Academic Achievement
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Lee, Yen-Mei; Jahnke, Isa; Austin, Linda – Educational Technology Research and Development, 2021
Mobile microlearning platforms have increased over the years. Literature shows that platforms use specific instructions or media, such as videos or multiformat materials (e.g., text, audio, quizzes, hands-on exercises). However, few studies investigate whether or how specific design principles used on these platforms contribute to learning…
Descriptors: Handheld Devices, Learning Activities, Instructional Design, Journalism Education
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Wang, Yi-Hsuan – Journal of Computer Assisted Learning, 2021
The study designed WebQuest activities and explored the learning performance of learners to understand the suitability of using WebQuest in a college programming course. The study modified the processes of WebQuest based on social constructivism and scaffolding learning, and included programming tasks such as debugging practice to encourage…
Descriptors: Learning Activities, Programming, Academic Achievement, Educational Technology
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Yasar, Hüseyin; Kiyici, Mubin – International Journal of Technology in Education and Science, 2021
In the present study, the studies conducted on educational games between 1965 and 2019 were analyzed to determine the trends in research based on the year of publication, topic, publication type, country, target audience and the concepts included in the study title. In the study, 7141 studies that were accessed with "educational games"…
Descriptors: Educational Games, Educational Trends, Educational History, Periodicals
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Andrade, Maureen Snow – Journal of Curriculum and Teaching, 2021
Most work environments today are diverse--gender, age, culture, language, values, ethnicity. Businesses are also increasing their global presence with branches in international locations and daily interactions across countries and cultures, all made easier through technological advances. Business education must be at the forefront in preparing…
Descriptors: Business Administration Education, College Students, Career Readiness, Game Based Learning
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Malinowski, Paul R.; Kern, Ben D.; Gallagher, Melissa A.; Ellington, Anna – Strategies: A Journal for Physical and Sport Educators, 2021
This article offers a blueprint for how middle-school geometry and physical education units naturally intersect for authentic integration of both subjects. This disciplinary intersection is called the "Geometry Racket" and illustrates how mathematics knowledge provides and almost unfair advantage (i.e. racketeering) in net/wall games.
Descriptors: Middle School Students, Secondary School Mathematics, Geometry, Physical Education
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Pyman, Hannah; Sundsbø, Katrine – Journal of Information Literacy, 2021
This project report describes a playful approach to teaching copyright through a newly developed game entitled Copyright Dough. As copyright literacy has become increasingly important in scholarly communication, this paper explores how a more engaging teaching method is essential for getting researchers, students, academics, and library staff to…
Descriptors: Copyrights, Literacy, Teaching Methods, Educational Games
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Seely Flint, Amy; Rohloff, Rebecca; Williams, Sarah – English Teaching: Practice and Critique, 2021
Purpose: Young children often enter formal schooling with a range of digital experiences, including using apps on tablets and engaging with interactive educational toys. The convergence and increased accessibility of digital resources has made it more convenient for young children to navigate multiple modes (e.g. words, images, sound and movement)…
Descriptors: Grade 4, Writing (Composition), Elementary School Students, Teaching Methods
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Bailey, Chris – Digital Education and Learning, 2021
This book illuminates the lived experience of a group of primary school children engaged in virtual world play during a year-long after-school club. Shaped by post-structuralist theory and New Literacy Studies, it outlines a playful, participatory and emergent methodological approach, referred to as 'rhizomic ethnography'. This 'hybrid' text uses…
Descriptors: Play, Elementary School Students, Student Experience, Computer Simulation
Brittany Schroeder – ProQuest LLC, 2021
Federal, state, and local entities prioritized addressing these academic deficiencies over the past several decades. An area of concern for teachers and families is multiplication. The two main purposes of this study are to (1) to determine how multiplication achievement and strategy use change from beginning to end of Bilingual Family Math Club,…
Descriptors: Mathematics Education, Multiplication, Mathematics Achievement, Bilingualism
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Rahmawati, Anis – Journal of Turkish Science Education, 2018
This study aimed to design an innovative learning media (i.e., Macromedia Flash program) for Structural Analysis subjects at Secondary Vocational Building Engineering School to improve students' learning outcomes. In the design process, the current study included such stages as defination, design, expert validation, pilot-test, and dissemination.…
Descriptors: Computer Games, Educational Games, High School Students, Vocational Education
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Yildiz, Cemalettin; Karadeniz, Mihriban Hacisalihoglu – European Journal of Science and Mathematics Education, 2018
In this study, it is aimed to examine the perceptions of prospective mathematics teacher about the concept of "intelligent games" through metaphors. Phenomenology method was used in the research. The participants of the research consisted of a total of 218 prospective teachers who studied in Department of Elementary School Mathematics…
Descriptors: Mathematics Teachers, Mathematics Instruction, Figurative Language, Preservice Teachers
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Klubal, Libor; Kostolányová, Katerina; Gybas, Vojtech – ICTE Journal, 2018
This paper attempts to respond to the use of the elements of gamification in education. With the help of research papers, we have chosen three different systems in which the elements of gamification are included and we have focused on their use in education.
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Integrated Learning Systems
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Waddington, Jonathan; Linehan, Conor; Gerling, Kathrin; Williams, Cathy; Robson, Leonie; Ellis, Richard; Hodgson, Timothy – Journal of Visual Impairment & Blindness, 2018
Introduction: Rehabilitation can improve visual outcomes for adults with acquired homonymous visual field loss. It is unclear, however, whether rehabilitation improves visual outcomes for children because previous training schedules have been tiresome, uninteresting, and have failed to keep them engaged. In this study, we assessed whether children…
Descriptors: Visual Impairments, Children, Young Adults, Adolescents
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Lemon, Ruth; Durham, Rich – set: Research Information for Teachers, 2018
If "The New Zealand Curriculum" vision statement is aiming for students "who will work to create an Aotearoa New Zealand in which Maori and Pakeha recognise each other as full Treaty partners, and in which all cultures are valued for the contributions they bring," then we need to teach accurate understandings of historical…
Descriptors: Foreign Countries, Design, Social History, Pacific Islanders
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