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Lúcia Pombo – Education & Training, 2023
Purpose: This paper provides a general review related to a wider project, aimed at developing a mobile game-based app on Education for Sustainable Development within a smart learning city environment. It aims to address guidelines for a new action-oriented transformative pedagogy that is essential for the development of key competencies for…
Descriptors: Game Based Learning, Electronic Learning, Educational Technology, Telecommunications
Jessica Mercer Young; Kristen E. Reed; Heidi Rosenberg; Janna F. Kook – Grantee Submission, 2023
Differences in children's mathematics knowledge are evident at kindergarten entry, favoring children who have greater access to economic resources. Fostering preschoolers' mathematics learning at home and in classroom settings, through games and other developmentally appropriate activities, is of great interest to educators, early childhood…
Descriptors: Preschool Children, Early Intervention, Preschool Education, Mathematics Instruction
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Rachel F. Adler; Devorah Kletenik – Journal of Postsecondary Education and Disability, 2023
While more universities are including IT accessibility in their computer science programs for undergraduate and graduate students, there is little accessibility training available for K-12 teachers. We created an intervention through which postsecondary students had opportunities to experience five computer games with a simulated impairment…
Descriptors: Elementary Secondary Education, Postsecondary Education, Computer Science Education, College Students
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Lee, Sangmin-Michelle – ReCALL, 2019
This qualitative study investigates a media transfer project in which a digital game was used to promote student creativity in an English as a foreign language (EFL) class. The paper first addresses the potential of opportunities for stimulating student creativity and motivation. Creativity has been highlighted as a core competency and has…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Creativity
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Borsos, Eva – Journal of Biological Education, 2019
This study presents a new technique, the "Which plant am I?" game, which helps to increase pupils' plant knowledge, while motivate them to become familiar with more plants. On the other hand pupils' plant knowledge was tested in Serbia. The "Which Plant Am I?" game was tested with two groups of pupils (in average 11 years old).…
Descriptors: Elementary School Science, Biology, Plants (Botany), Educational Games
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McGregor, Gillian; Bartle, Emma – Australasian Journal of Educational Technology, 2019
The education of healthcare professionals is critical for the safe delivery of services to patients (Ricciardi & de Paolis, 2014). Postgraduate psychology students undertaking a professional degree encounter a steep learning curve when transitioning from theoretical knowledge to professional practice. This beginning student stage of…
Descriptors: Educational Games, Psychology, Graduate Students, Instructional Effectiveness
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Mandigo, James; Lodewyk, Ken; Tredway, Jay – Journal of Teaching in Physical Education, 2019
Purpose: The purpose of this study was to investigate the impact of an 8-week after-school intramural program that adopted a Teaching Games for Understanding (TGfU) approach to facilitate the development of elementary-school-aged children physical literacy. Methods: Using Physical and Health Education Canada's Passport for Life tool, 22…
Descriptors: Elementary School Students, Physical Education, Physical Activities, Literacy
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Valério Neto, Luiz; Fontoura Junior, Paulo H. F.; Bordini, Rogério A.; Otsuka, Joice L.; Beder, Delano M. – Educational Technology & Society, 2019
In the last decade many studies have stated that learning based on digital games emerges as an effective way to combine teaching and learning processes with the attractiveness of digital technologies, because they are dynamic and playful. However, the vast majority of these digital resources -- such as educational games -- are still essentially…
Descriptors: Educational Games, Visual Impairments, Inclusion, Computer Games
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Schlesinger, Molly A.; Hirsh-Pasek, Kathy – Childhood Education, 2019
Children are always learning. Innovative initiatives that offer opportunities for learning and skill building in environments outside of school are as important as ones designed for the classroom.
Descriptors: Play, Skill Development, Learning Activities, Educational Games
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Garett, Renee; Young, Sean D. – Technology, Knowledge and Learning, 2019
Internet users are searching for healthcare-related information at unprecedented rates. However, health researchers and providers have only just begun to utilize new technologies to deliver medical education online and through smartphone-based applications. Gamification, an increasingly popular method to produce positive behavioral change, has…
Descriptors: Internet, Information Seeking, Health Education, Educational Games
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Castro-Sánchez, Manuel; Rojas-Jiménez, Mercedes; Zurita-Ortega, Félix; Chacón-Cuberos, Ramón – Education Sciences, 2019
Background: At present, new technologies provide numerous benefits in their correct use, while the need arises to study the consumption of some technologies, in this case, videogames, due to the negative consequences that they can cause in those subjects who have not yet consolidated their personality due to their excessive use. The study aimed to…
Descriptors: Foreign Countries, College Students, Self Concept, Video Games
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Autin, Melanie A.; Gerstenschlager, Natasha E. – Teaching Statistics: An International Journal for Teachers, 2019
The negative hypergeometric distribution is often not formally studied in secondary or collegiate statistics in contexts other than drawing cards without replacement. We present a different context with the potential of engaging students in simulating and exploring data.
Descriptors: Statistics, Teaching Methods, Simulation, Educational Games
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Gumusgul, Osman – World Journal of Education, 2019
The aim of this study was to investigate attitudes of university students to play educational games and games consisting of physical activity. Totally, 514 students (187 male, 327 female) were taken part in this research. Data was gathered through Attitudes to Play Games Consist of Physical Activity Scale (Playfulness Scale) which was developed by…
Descriptors: College Students, Student Attitudes, Play, Educational Games
Mewborne, Michael; Mitchell, Jerry T. – Geography Teacher, 2019
Games have been used as instructional tools throughout history. Educational experiences are more effective when learners are active participants, and when teachers carefully choose fun games with appropriate game mechanics and clear curricular connections, students can engage in rigorous mental processes. At the same time, students may learn a…
Descriptors: Educational Games, Geography Instruction, Teaching Methods, Concept Formation
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Featonby, David – Physics Education, 2019
A journey through the wonderful world of spinning tops, emphasising their practical use in both amusement, skill and as part of the physics curriculum.
Descriptors: Science Instruction, Physics, Motion, Scientific Concepts
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