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Garcia, Antero, Ed.; Mirra, Nicole, Ed. – Teachers College Press, 2023
Can you imagine future learning environments devoid of the systemic inequities that stifle student learning opportunities and teacher decision-making in most classrooms today? This volume offers the necessary steps--playful, participatory, historically informed--that are required to forge a pathway from the present U.S. educational landscape to a…
Descriptors: Equal Education, Educational Change, Teacher Education, Student Diversity
Babad, Rivka – ProQuest LLC, 2023
This dissertation studied the effects of Teacher Directed Games (TDGs) on student vocabulary development and student engagement in a second language. Achieving automaticity with vocabulary is crucial to mastering a second language. A sample of 40 first grade students in a Jewish Day School participated in the study. Students learned their…
Descriptors: Game Based Learning, Vocabulary Development, Second Language Learning, Learner Engagement
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Roure, Cédric; Pasco, Denis – Journal of Teaching in Physical Education, 2023
Purpose: The context personalization approach refers to matching educational content with characters, objects, and themes of students' out-of-school interests. Considering the positive effects of individual interest on the regulation of student-incontext experiences, this study used the context personalization approach to match physical education…
Descriptors: Physical Education, Student Interests, Self Esteem, Competence
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Waluyo, Budi; Tran, Hoang Minh – TEFLIN Journal: A publication on the teaching and learning of English, 2023
Gamified online quizzes have gained popularity for their potential in enhancing student learning motivations, creating engaging lessons, and improving learning outcomes. Yet, its application and effectiveness in support of student vocabulary learning have only been explored in synchronous learning setting. This study, hence, extended the…
Descriptors: Gamification, Educational Games, Educational Technology, Vocabulary Development
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Heintzman, Ryan; Brandi, Aldo; Kelley, Madeline; Marvin, M. Colin – Journal of Geography, 2023
The COVID-19 pandemic forced educational institutions around the globe to close or move to a remote format. This article focuses on the transition of an in-person undergraduate physical geography lab to online synchronous learning during the Fall 2020 semester. Findings suggest the importance of abundant learning materials as well as showing…
Descriptors: COVID-19, Pandemics, Physical Geography, Geography Instruction
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Newman, Sharlene D.; Loughery, Erin; Ecklund, Ambur; Smothers, Marriah; Ongeri, Jefney – Mathematical Thinking and Learning: An International Journal, 2023
Previous studies have found that block play results in better spatial ability which may lead to greater mathematical skills. The current study examined a specific type of block play, structured block play in which a copy of a block configuration is constructed. Structured block play is a difficult cognitive task that requires an understanding of…
Descriptors: Spatial Ability, Preschool Children, Computation, Mathematics Skills
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Calandri, Emanuela; Cattelino, Elena; Graziano, Federica – European Journal of Developmental Psychology, 2023
The relationship between adolescents' use of video games and their well-being is controversial and largely unexplored during the COVID -19 pandemic. This study examined the association between adolescent video game use and well-being during a nationwide lockdown (March-May 2020) and investigated whether this association was mediated by emotional…
Descriptors: Foreign Countries, Adolescents, Video Games, Play
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Valianto, Budi; Akhmad, Imran; Hariadi; Novita; Suharjo; Nurkadri – International Journal of Education in Mathematics, Science and Technology, 2023
This research aims to determine the impact of "Galah Asin" games with parental support on the fundamental movement skills of elementary school students. The sampling technique by dividing the population into two groups: a group that used the Galah Asin game (group I) and a group that used a modified Galah Asin game (group II) in the test…
Descriptors: Movement Education, Elementary School Students, Parent Child Relationship, Games
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Rosen, Yigal; Jaeger, Garrett; Newstadt, Michelle; Bakken, Sara; Rushkin, Ilia; Dawood, Maneeza; Purifoy, Chris – International Journal of Information and Learning Technology, 2023
Purpose: Despite the fact that research on creativity and cognition have garnered the attention of researchers and practitioners for decades, there is a lack of valid, reliable, and accessible instruments for enhancing and measuring these critical skills. Leveraging research from The LEGO Foundation and in collaboration with BrainPOP and the…
Descriptors: Creative Thinking, Cognitive Ability, Measurement Techniques, Formative Evaluation
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Zolkipli, Nurzamila Zasira; Rahmatullah, Bahbibi; Mohamad Samuri, Suzani; Árva, Valéria; Sugiyo Pranoto, Yuli Kurniawati – Southeast Asia Early Childhood, 2023
The rapid growth of multimedia pedagogy in the education sector has brought about a game-based technological approach that is shaping the learning of children nowadays. The focus of the approach is to encourage active participation from children; the effect can be seen in their interaction, involvement, and engagement throughout the learning…
Descriptors: Preschool Children, Learning Disabilities, Students with Disabilities, Game Based Learning
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Zoder-Martell, Kimberly A.; Floress, Margaret T.; Skriba, Heather A.; Taber, Traci A. – Intervention in School and Clinic, 2023
Classroom management systems (CMS) are class-wide strategies that teachers use to keep students on task, attentive, and academically engaged. This review provides teachers an overview of eight effective and socially valid CMSs that are aligned with school-wide positive behavior interventions and supports (SWPBIS). The goal is to provide teachers…
Descriptors: Classroom Techniques, Student Behavior, Behavior Problems, Intervention
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Robinson, Bradley; Wright, William Terrell – English Teaching: Practice and Critique, 2023
Purpose: The purpose of this study is to demonstrate the power of affective pedagogies and playful literacies to resist neoliberal framings of video game play and design in educational contexts. Design/methodology/approach: Focusing on the Giga-Games Camp, a video game design camp for adolescents, the authors mobilize different methodological…
Descriptors: Video Games, Camps, Photography, Teaching Methods
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Rahimi, Farzan Baradaran; Kim, Beaumie – Learning, Media and Technology, 2023
When we give meanings to a physical space, we engage in place-making. With technologies, the place-making activities can be extended to virtual and hybrid spaces. In games, actual or virtual space can gain narrative and meaning transforming into a playce (i.e., a place for play). We suggest that playce-making (i.e., transforming a space into a…
Descriptors: Place Based Education, Play, Educational Change, Design
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Bohne, Thomas; Heine, Ina; Mueller, Felix; Zuercher, Paul-David Joshua; Eger, Vera Maria – IEEE Transactions on Learning Technologies, 2023
Gamification approaches to learning use game-inspired design elements to improve learning. Given manifold design options to implement gamification in virtual environments, an important but underexplored research area is how the composition of gamification elements affects learning. To advance research in this area, we systematically identified key…
Descriptors: Gamification, Game Based Learning, Educational Technology, Program Effectiveness
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Indriasari, Theresia Devi; Denny, Paul; Lottridge, Danielle; Luxton-Reilly, Andrew – Computer Science Education, 2023
Background and Context: Peer code review activities provide well-documented benefits to students in programming courses. Students develop relevant skills through exposure to alternative coding solutions, producing and receiving feedback, and collaboration with peers. Despite these benefits, low student motivation has been identified as one of the…
Descriptors: Peer Evaluation, Student Motivation, Cooperative Learning, Programming
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