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Sasipim Poompimol; Patcharin Panjaburee; Pratchayapong Yasri; Khajornsak Buaraphan – IAFOR Journal of Education, 2023
The collaborative board game was predicted to be a potential game-based learning environment to improve students' knowledge of cyberbullying and prevent cyberbullying behaviors. The games with the debriefing method could enhance the quality of the learning environment for improving the cognitive domain. Scholars pointed out that the well-designed…
Descriptors: Preferences, Computer Mediated Communication, Bullying, Educational Games
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Sasithida Saraiwang; Kanoknate Worawong – PASAA: Journal of Language Teaching and Learning in Thailand, 2023
This study aimed to determine the effects of a teaching model combining Task-Based Learning (TBL) and Game-Based Learning (GBL), called the Orientation Performance Presentation Analysis Application (OPPAA) model, developed by the researchers, on primary students' English proficiency and to explore teachers' and students' opinions of the model. The…
Descriptors: Task Analysis, Teaching Methods, Game Based Learning, English (Second Language)
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Tak, Sangdong; Catsambis, Sophia – Education and Information Technologies, 2023
Using national longitudinal data of students during their 9th and 11th grades, we address popular concerns over screen time activities distracting students' academic pursuits. We examine gender differences in the types of screen time use, expecting the skill-based activity of video gaming to be more common among boys and the socially oriented…
Descriptors: Grade 9, Grade 11, High School Students, Gender Differences
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Toh, Weimin; Lim, Fei Victor – Interactive Learning Environments, 2023
In light of the growing phenomenon of parent-child digital co-play of online games, we conducted a study to understand the different ways of digital co-play and how they can offer opportunities for the child's learning. We analyse four cases of parent-child digital co-play on "Let's Play" gaming videos with "Roblox" on YouTube.…
Descriptors: Play, Parent Child Relationship, Video Technology, Computer Games
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Mart, Mehmet; Waite, Sue – Early Years: An International Journal of Research and Development, 2023
Intentional approaches to designing and structuring learning environments apply outdoors as well as indoors, but the value of freedom and unrestricted play outside is well known. However, several factors influence teachers' provision of freedom within outdoor activities, and it is important to reflect on these variables and appropriate degrees of…
Descriptors: Foreign Countries, Outdoor Education, Cultural Differences, Public Policy
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Melati Khoirunnisya – International Society for Technology, Education, and Science, 2023
The research aimed to know the result of validity, practicality, and effectiveness of products from the development of games-based learning media in terms of students' mathematical reasoning in three-dimensional shapes. The type of research and development referred to ADDIE model which included five stages, namely analysis, design, development,…
Descriptors: Game Based Learning, Mathematics Instruction, Teaching Methods, Teacher Attitudes
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Latifa Dekhici; Sarah Maroc – International Society for Technology, Education, and Science, 2023
In this paper, a gamification approach combined with flipped lesson in a training program is described. The program was developed as part of the "InSIDE" Erasmus+ project on the Inclusion of Students with Impairments in Distance Education. The problematic was to find a modern approach and a suitable method to train students with various…
Descriptors: Inclusion, Flipped Classroom, Gamification, Access to Computers
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Ade Hamka; Nur Mukminatien – International Society for Technology, Education, and Science, 2023
The aim of this study is to develop a learning media on teaching Descriptive Text for first grader of Senior High School. This study was conducted with Research & Development (R&D) design. The source of the data are the students of one of Islamic senior high schools in Indonesia which consists of thirty-two students. To collect the data,…
Descriptors: Foreign Countries, High School Students, English (Second Language), Second Language Learning
Mia L. Morgan – New England College Journal of Applied Educational Research, 2023
This paper presents one elementary school librarian's experience using gamification and game-based learning in the specialist classroom. While the academic literature on gamification and game-based learning is increasing, there has not been much written on using these techniques in the specialist classroom. Using a case study method, the…
Descriptors: Gamification, School Libraries, Game Based Learning, Grade 3
Helliyatul Matlubah – International Education Journal: Comparative Perspectives, 2023
This study explores the instructional practices implemented by two Muslim homeschooling mothers living in Australia. These mothers have homeschooled their primary-aged children for at least one year. The research aims to understand Muslim homeschooling parents' pedagogical practices to apply learner-centred teaching (LCT) to cater for students'…
Descriptors: Foreign Countries, Muslims, Home Schooling, Mothers
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Maine, Fiona – Literacy, 2017
This study builds on and extends our understanding of literacy through exploring children's encounters with a digital narrative game. The research analyses different stances or orientations that children take as they progress through the game and how they draw on schematic understandings about narratives and digital gaming to support their…
Descriptors: Educational Games, Computer Games, Children, Literacy
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Gough, John – Australian Mathematics Teacher, 2017
This article describes how to play two abstract strategy board games: (1) "Blokus" which uses polyominoes--plane geometric figures formed by joining one or more equal squares edge to edge; and (2) "Gemblo" which uses translucent, colored pieces, each of which is made up of one to five hexagons.
Descriptors: Geometric Concepts, Geometry, Educational Games, Game Theory
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Nadolski, Rob J.; Hummel, Hans G. K. – British Journal of Educational Technology, 2017
Although the importance of cognitive feedback in digital serious games (DSG) is undisputed, we are facing some major design challenges. First of all, we do not know to which extend existing research guidelines apply when we stand the risk of cognitive feedback distorting the delicate balance between learning and playing. Unobtrusive cognitive…
Descriptors: Feedback (Response), Progress Monitoring, Educational Games, Computer Games
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Chen, Yu; Albert, Leslie Jordan; Jensen, Scott – Decision Sciences Journal of Innovative Education, 2022
In the past few years, an increased use of artificial intelligence (AI) by businesses across a range of industries has led to greater demand for employees with AI skills. This raises the question of how educators can introduce AI technologies to undergraduate business students while also developing their higher-order thinking skills and preparing…
Descriptors: Artificial Intelligence, Introductory Courses, Management Information Systems, Business Administration Education
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Chua, Yu Wei; Lu, Szu-Ching; Anzulewicz, Anna; Sobota, Krzystof; Tachtatzis, Christos; Andonovic, Ivan; Rowe, Philip; Delafield-Butt, Jonathan – Developmental Science, 2022
Movement is prospective. It structures self-generated engagement with objects and social partners and is fundamental to children's learning and development. In autistic children, previous reports of differences in movement kinematics compared to neurotypical peers suggest that its prospective organisation might be disrupted. Here, we employed a…
Descriptors: Autism, Pervasive Developmental Disorders, Motion, Handheld Devices
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