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Gillespie, Bruce – Teaching & Learning Inquiry, 2022
Research shows that high levels of engagement help students learn more effectively, feel better about their learning, and improve retention rates. One reason why students report low engagement is a perceived disconnect between theory (what they learn in class) and practice (what happens in the outside world). This paper reports on the results of a…
Descriptors: Story Telling, Educational Technology, Game Based Learning, Learner Engagement
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Zugarramurdi, Camila; Fernández, Lucía; Lallier, Marie; Carreiras, Manuel; Valle-Lisboa, Juan C. – Journal of Educational Computing Research, 2022
Massive and timely screening of the student population for early signs of reading difficulties is needed to implement timely effective remediation of these difficulties. However, traditional approaches are costly and hard to apply. Here, we present Lexiland, a tablet-based reading assessment tool for kindergarten and primary school children…
Descriptors: Handheld Devices, Screening Tests, Reading Difficulties, Elementary School Students
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Gorman, Garry; McKelvey, Nigel; Dowling, Thomas C. – International Journal of Game-Based Learning, 2022
This paper describes a growth mind-set intervention with Junior Cycle Coding students in a disadvantaged school in Ireland. This intervention builds on the work of O'Rourke et al. (2016) and applies findings to a computer programming setting where gamification is used to incentivise growth mind-set behaviour in students learning to code. Data…
Descriptors: Game Based Learning, Coding, Computer Science Education, Disadvantaged Schools
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Farias, Cláudio; Teixeira, Joaquim; Ribeiro, Eugénio; Mesquita, Isabel – European Physical Education Review, 2022
This study aimed to examine the effects of a physical education teacher education programme on (a) preservice teachers' (PSTs') specialised content knowledge (SCK), and (b) the game-play development of their students, during a student-centred Sport Education-Step Game Approach (SE-SGA) unit. Three PSTs selected by convenience sampling (22-24 years…
Descriptors: Physical Education, Preservice Teacher Education, Pedagogical Content Knowledge, Games
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Porter, Jill – Journal of Computer Assisted Learning, 2022
Background: Despite the interest and potential of multi touch devices, there are limited published studies researching their effectiveness and usability specifically with children with Down syndrome, one of the most common groups of children with an intellectual disability. This is particularly true for mathematical learning, an area in which many…
Descriptors: Educational Technology, Down Syndrome, Students with Disabilities, Mathematics Instruction
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Kutay, Emine; Oner, Diler – ACM Transactions on Computing Education, 2022
The purpose of this study is to examine the role of Minecraft-based coding activities on computational thinking (CT) of middle school students. In the study, CT was conceptualized so that it encapsulates not only the knowledge of computational concepts (e.g., loops and conditionals) but also the use of CT practices (e.g., testing and debugging).…
Descriptors: Programming, Video Games, Middle School Students, Computation
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Schmitz, Marcel; Scheffel, Maren; Bemelmans, Roger; Drachsler, Hendrik – Journal of Learning Analytics, 2022
Learning activities are at the core of every educational design effort. Designing learning activities is a process that benefits from reflecting on previous runs of those activities. One way to measure the behaviour and effects of design choices is to use learning analytics (LA). The challenge, however, lies in the unavailability of an…
Descriptors: Learning Analytics, Instructional Design, Learning Activities, Decision Making
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Feliciano-Semidei, Ricela; Wu, Ke; Chaphalkar, Rachel M. – Journal of University Teaching and Learning Practice, 2022
This study developed a teaching module that incorporated the Monty Hall problem to introduce conditional probability in a college introductory statistics course. This teaching module integrated a guess -- experiment -- discussion approach with game-based instruction. The researchers piloted this module and made modifications. The work of 20…
Descriptors: Teaching Methods, Undergraduate Students, Statistics Education, Introductory Courses
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Paudel, Rajendra; Rana, Karna – International Journal of Education and Development using Information and Communication Technology, 2022
Online video games have become popular among teenage students and have drawn the attention of both parents and teachers in Nepal. We report an analysis of secondary students' experiences of playing online video games and parents' perception of their children's game behaviour. We employed online semi-structured interviews with students and parents,…
Descriptors: Secondary School Students, Cooperation, Video Games, Electronic Learning
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Gunter, Tugce; Karaman, Dilek – Journal of Education in Science, Environment and Health, 2022
The study was attempted to determine the efficiency of the card game named 'MedTerm' upon the students' achievements of the medical terms. The research was one group pre-test and post-test without control group research design and the study group elected by using the convenience sampling method consisted of the first-year students (n=46) elderly…
Descriptors: Educational Games, Achievement, Vocabulary Development, College Freshmen
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Flandin, Simon, Ed.; Vidal-Gomel, Christine, Ed.; Becerril Ortega, Raquel, Ed. – Professional and Practice-based Learning, 2022
This book offers various ways in which analyzing professional experience and activity in simulation training makes it possible to describe practice-based learning affordances and processes. Research has been conducted in various simulation programs in the domains of healthcare, victim rescue and population protection, involving healthcare workers,…
Descriptors: Simulation, Experiential Learning, Learning Activities, Allied Health Occupations Education
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Syynimaa, Kirsi; Lainema, Kirsi; Lainema, Timo – International Association for Development of the Information Society, 2022
Game-based learning (GBL) environments are shown to support open-ended inquiry, collaborative learning, shared knowledge creation and decision-making processes. The study at hand focuses on examining students' descriptions of problematic situations and collaborative learning in a virtual simulation game. We were interested in what kinds of…
Descriptors: Teamwork, Cooperative Learning, Game Based Learning, Electronic Learning
NiYa Nicole Costley – ProQuest LLC, 2022
Teachers have positive attitudes toward the use of gamification in the classroom yet research shows that it is implemented inconsistently. Furthermore, specific elements of what makes gamification successful with students has not been studied. The purpose of this study was to explore teacher perceptions of gamification and its use in the K-8…
Descriptors: Elementary School Teachers, Middle School Teachers, Gamification, Teacher Attitudes
Daniel Hobson Dixon – ProQuest LLC, 2022
This dissertation provides an in-depth linguistic description and analysis of the discourse in a target domain of digital games, a domain referred to as "single player offline role-playing games." Gaming discourse from this domain is represented by a 4.8-million-word corpus of spoken and written language extracted from the digital files…
Descriptors: Language Usage, Electronic Learning, Video Games, Discourse Analysis
Alexander Card – ProQuest LLC, 2022
One approach to teaching game design to students with a wide variety of disciplinary backgrounds is through team game projects that span multiple weeks, up to an entire term. However, open-ended, creative projects introduce a gamut of challenges to novice programmers. My goal is to assist game design students with the planning stage of their…
Descriptors: Computer Science Education, Programming, Scaffolding (Teaching Technique), Teaching Methods
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