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Albano, Giovannina; Arzarello, Ferdinando; Dello Iacono, Umberto – Technology, Knowledge and Learning, 2021
This paper aims to show how the Logic of Game Theory can facilitate the structuring of games for the learning of mathematical concepts, in a way which is cognitively resonant with students' attitudes and epistemologically sound from the mathematical standpoint. We propose a kind of game, based on an inquiry approach to mathematics, called Digital…
Descriptors: Game Based Learning, Active Learning, Inquiry, Electronic Learning
Murphy, Laurie; Eduljee, Nina B.; Croteau, Karen – Journal of Effective Teaching in Higher Education, 2021
This empirical study examined preferences between teacher-centered and student-centered teaching methods and academic major with 507 undergraduate college students. Surveys were administered to the students that assessed their level of agreement with teaching methods utilized in the classroom. The results indicate that across all academic majors,…
Descriptors: Student Centered Learning, Teaching Methods, Preferences, Undergraduate Students
Schwartz, Lauren M.; Mutanga, Jane; Kakaire, Robert; Davis-Olwell, Paula; Handel, Andreas; Sekandi, Juliet; Halloran, M. Elizabeth; Kiwanuka, Noah; Zalwango, Sarah; Whalen, Christopher C. – Sociological Methods & Research, 2021
Disease often depends on how a host interacts with his or her environment. This interaction is important for respiratory infectious diseases, where built environments may promote transmission. To learn about time use, or the amount of time people spend in a day doing various activities, in sub-Saharan Africa may be difficult because of low…
Descriptors: Foreign Countries, Time Management, Test Construction, Cultural Relevance
Chow, Alan F.; Kim, Jinhak; Sohn, Jayoung; Van Haneghan, James P. – Journal of Education for Business, 2021
We investigate the level of understanding of probability as related to games and gambling, and the concept of independence of events using a convenience sample of college undergraduates taking an introductory course in applied business statistics. We examined the students' perception of the role of skill in winning at four different games through…
Descriptors: Misconceptions, Concept Formation, Probability, Mathematical Concepts
Ekici, Murat – Education and Information Technologies, 2021
Flipped learning is considered an increasingly common strategy along with some drawbacks. Gamification has the significant potential to deal with the drawbacks. This study presents a systematic literature review on the use of gamification in flipped learning research. To demonstrate its effectiveness clearly, the only empirical research was…
Descriptors: Flipped Classroom, Computer Games, Teaching Methods, Databases
Russo, James; Bragg, Leicha A.; Russo, Toby – International Electronic Journal of Elementary Education, 2021
Mathematical games are widely employed by Australian primary school teachers to support mathematics instruction. Despite broad usage, prior research has not focused on the how and why games are employed from a teacher perspective. Australian primary school teachers (n = 248) completed a questionnaire designed to probe their experience with…
Descriptors: Elementary School Teachers, Game Based Learning, Mathematics Instruction, Foreign Countries
Grier, Donovon; Lindt, Suzanne F.; Miller, Stacia C. – International Journal of Technology in Education and Science, 2021
The purpose of the current research was to determine the types of educational technology preferred by students and instructors, and to compare formative and summative scores within student classes. During a unit of study within a semester-long class, 44 volunteer student participants were administered four technology-based assessments designed to…
Descriptors: Formative Evaluation, Game Based Learning, Technology Uses in Education, Educational Technology
GENERATE: The Game of Energy Choices -- Promoting Energy Literacy While Cultivating Systems Thinking
Refvem, Emma; Haine, Dana – Science Teacher, 2021
The "electric grid" is the system of power generators, power lines, and other equipment that transports electricity from where it is generated to where it is used. Electricity and its distribution are crucial to the functioning of modern society, yet its dynamics often go unseen and unnoticed by the public. Teaching about the sources…
Descriptors: Energy, Systems Approach, Science Instruction, Educational Games
Ortega-Mohedano, Félix; Pinto-Hernández, Fernando – Comunicar: Media Education Research Journal, 2021
This study presents an explanatory Ordinary Linear Regression Model for predicting wellbeing in the use of smart screen devices among children and youngsters in Spain, using a database of microdata for a total of 23,860 national representative households and some 6,106 total cohabiting minors under 15 years of age. The World Health Organization…
Descriptors: Predictor Variables, Well Being, Handheld Devices, Foreign Countries
Nathan, Mitchell J.; Swart, Michael I. – Grantee Submission, 2021
Materialist design is presented as an embodied perspective on educational design that can be applied to redesign of classroom-based learning environments. Materialist design is informed by a framework of materialist epistemology, which positions material innovation on equal placement with symbol-based formal theory. Historical examples of…
Descriptors: Epistemology, Instructional Design, Video Games, Technology Uses in Education
Samosa, Resty C.; Policarpio, Maricris V.; Canamaque, Bernadeth O.; Camocamo, Princess Honeylyn A.; Clavito, Joanna Marie E. – Online Submission, 2021
In summary, many students struggle to comprehend and interpret printed symbols; even more struggle with complex oral and written assignments. This situation has an impact on their academic success and happiness. Furthermore, they are unable to fully or sufficiently, if not outstandingly, cope with their readings. Students can write, but they can't…
Descriptors: Game Based Learning, Writing Instruction, Writing Skills, Writing Improvement
Michelle R. Todd – ProQuest LLC, 2021
Video-gaming has become a popular extracurricular option for students in higher education. More than 70 percent of undergraduate students reported they played video-games at some level with heavy-video-gaming students reporting they invest over 14 hours a week on games. When extracurricular activities take 14 or more hours of commitment, students'…
Descriptors: Video Games, Undergraduate Students, Extracurricular Activities, Student Behavior
Emerson, Andrew John – ProQuest LLC, 2021
A distinctive feature of game-based learning environments is their capacity to create learning experiences that are both effective and engaging. Recent advances in sensor technologies (e.g., facial expression analysis and gaze tracking) and natural language processing have introduced the opportunity to leverage multimodal data streams for learning…
Descriptors: Learning Analytics, Prediction, Game Based Learning, Student Behavior
Sierra Eisen; Shoronda Erica Matthews; Jamie Jirout – Grantee Submission, 2021
Contemporary discussions around gender roles, stereotypes, and play highlight the need for updated research on the influences of children's early play experiences and learning (Weisgram, 2018). Different types of play relate to different skills and vary by gender, such as spatial play and spatial skill (Jirout & Newcombe, 2015; Voyer, Voyer,…
Descriptors: Parent Attitudes, Childrens Attitudes, Gender Differences, Play
Laila Zahir Al Salmi; Iskender Gelir – International Journal of Early Years Education, 2024
This study explores the literacy and social practices of a young Omani emergent bilingual child who is beginning to develop bilingualism and biliteracy in Arabic and English through social interactions. One case study of a four-year-old child and her family living temporarily for her father postgraduate studies in Canada is presented. Framed on…
Descriptors: Bilingualism, Literacy, Arabic, English (Second Language)

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