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Zaragas, Harilaos K.; Pliogou, Vassiliki – Education 3-13, 2020
The purpose of this study was to observe record and evaluate the psychomotor development and its relationship to children's gender and age on attending public and private kindergartens in Greece. The sample consisted of 898 children (487 boys' 54% and 411 girls 46%) aged 64 ± 9 months from 64 kindergarten schools. A set of 18 MOT tests Zimmer and…
Descriptors: Psychomotor Skills, Kindergarten, Gender Differences, Foreign Countries
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Rubleske, Joseph; Fletcher, Travis; Westerfeld, Brett – Journal of Instructional Pedagogies, 2020
Electronic sports (e-sports) can be defined as digital games played competitively for an audience (Hodge et al., 2017). With a global consumer base of roughly 450 million people and projected 2019 revenues of US$1.1 billion, the e-sports industry continues to grow (Pannekeet, 2019). Behind this growth is a thriving ecosystem which includes…
Descriptors: Computer Games, Athletics, Data Collection, Data Analysis
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Ponomarenko, Alexey N.; Svirina, Ekaterina M. – Statistics Education Research Journal, 2020
Typically, training in Russia for professionals includes school, university, and postgraduate education. People make their choice regarding university or job after school, and they choose jobs after university. These are very sensitive matters. Help in making the right choice is a real asset. The Russian Association of Statisticians (RASt) is an…
Descriptors: Foreign Countries, Statistics, Mathematics Education, Professional Associations
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Tsai, Jen-Che; Chen, Shih-Yeh; Chang, Chun-Yen; Liu, Shiang-Yao – Education Sciences, 2020
This article reports the design of a scientific board game, named "Element Enterprise Tycoon" (EET), which creates a scenario combining chemical elements, techniques, and products in daily life. The game cards are designed to motivate students not only to retrieve information about chemical elements, but also to be proficient in…
Descriptors: Games, Chemistry, Science Instruction, Teaching Methods
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Ofosu-Ampong, Kingsley; Boateng, Richard; Anning-Dorson, Thomas; Kolog, Emmanuel A. – Education and Information Technologies, 2020
Integrating gamification in the learning process has become a significant factor in the success of teaching, learning, and research in higher education. Education can leverage gamification by enhancing learning management systems to make learning enjoyable and engaging for students. We, however, lack the underpinnings into factors affecting the…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Higher Education
Southgate, Erica – Routledge, Taylor & Francis Group, 2020
"Virtual Reality in Curriculum and Pedagogy" explores the instructional, ethical, practical, and technical issues related to the integration of immersive virtual reality (VR) in school classrooms. The book's original pedagogical framework is informed by qualitative and quantitative data collected from the first-ever study to embed…
Descriptors: Computer Simulation, Technology Integration, Secondary Education, Secondary School Science
Wahdan, Mohammed – Online Submission, 2020
This research project is an ambitious scheme to dissect in some detail and to put and implement an appropriate remedial strategy/s to an educational dilemma facing young English language learners. In specific stage through their academic progress, some students face reading fluency problem. Special concern is given in this research to those…
Descriptors: Educational Games, Reading Difficulties, Reading Fluency, Grade 5
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McCreery, Michael P.; Head, Danielle L.; Fiorentini, Joseph P.; Leif, Sam A.; Krach, S. Kathleen; Cole, Le Quanda L.; Bacos, Catherine A.; Laferriere, Jeffrey – International Association for Development of the Information Society, 2020
The current study was designed to examine the relationship between cognitive ability and player experience in shaping how players think within, and acclimate to, video games as complex systems. Specifically, researchers examined the relationship between player's cognitive ability and gameplay outcomes within a video game (i.e., The Deed). Outcomes…
Descriptors: Video Games, Cognitive Ability, Correlation, Adjustment (to Environment)
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Darja Hoenigman – Language Documentation & Conservation, 2020
The practice of making string figures, often called cat's cradle, can be found all over the world and is particularly widespread in Melanesia. It has been studied by anthropologists, linguists and mathematicians. For the latter, the ordered series of moves and the resultant string figures represent cognitive processes that form part of a practice…
Descriptors: Foreign Countries, Folk Culture, Ethnic Groups, Oral Language
Irina Kuznetcova – ProQuest LLC, 2020
Visuospatial (VS) skills, or one's ability to mentally manipulate information about objects' positions, relations, orientation, and transformations in space, are one of the cornerstones of STEM enrollment, retention, and achievement. Low level of visuospatial skills may deter some people from joining the STEM workforce or complicate their learning…
Descriptors: Video Games, Middle School Students, Self Efficacy, Spatial Ability
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Hadjistassou, Stella; Joannidou, Shaunna; Molina, Pedro; Louca, Petros; Papmehl-Dufay, Ludvig – Education for Information, 2023
Drawing on Kucher's (2021) framework on digital game-based learning (DGBL), this paper introduces the development of game-based scenarios in two culturally distinctive and salient heritage sites in Cyprus and Sweden, the Neolithic village of Choirokoitia and the Iron Age Ringfort of Sandby Borg. The aim was to implement Kucher's (2021) five…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
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Milkova, Eva; Pekarkova, Simona; Azim, Muhammad; Jabin, Bushra – Interactive Learning Environments, 2023
School readiness is recognized as one of the key starting points for children's further success in their school work and in their subsequent career. However, many kindergarten teachers still miss and long for a comprehensive, reliable and standardized diagnostic tool which could help them recognize the level of children's school readiness. That is…
Descriptors: Educational Games, School Readiness, Aptitude Tests, Computer Assisted Testing
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Pellas, Nikolaos – Journal of Computer Assisted Learning, 2023
Background: Owing to the exponential growth of three-dimensional (3D) environments amongst researchers and educators to create simulation games (SGs) in primary education, there is a growing interest to examine their potential support in computer science courses instead of visual programming environments. Objectives: This study explores the…
Descriptors: Computation, Thinking Skills, Programming, Skill Development
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Chen, Chen; Hardjo, Stephanie; Sonnert, Gerhard; Hui, Jiaojiao; Sadler, Philip M. – International Journal of STEM Education, 2023
Background: Digital media are pervasive in the lives of young people and provide opportunities for them to learn about STEM. Multiple theories argue that the STEM media environment may shape how youth see a STEM career in their future. Yet, little is known about how pre-college digital media consumption may be related to students' STEM career…
Descriptors: College Freshmen, STEM Careers, Student Interests, Mass Media Role
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Teke, Hacer; Sever, Gulsah – International Journal of Education and Literacy Studies, 2023
The aim of this study is to reveal the applications for the tools, methods, and strategies used to provide motivation in online instrument education in line with the opinions of instrument educators. In the study, interview, observation, and literature review, which are among the qualitative research methods, were used. Within the scope of the…
Descriptors: Student Motivation, Musical Instruments, Music Education, Online Courses
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