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Rezeki, Sri; Andrian, Dedek; Safitri, Yulia – International Journal of Instruction, 2021
The game is a very close and inseparable part of the child's life. Games will be effective media in maintaining culture through learning. This study aims to develop a learning tool in the form of a Student Activity Sheet (SAS) and a learning implementation plan (LIP) that can connect between culture and mathematics through the Realistic…
Descriptors: Cultural Maintenance, Folk Culture, Material Development, Game Based Learning
Barney, David C.; Prusak, Keven A. – Physical Educator, 2021
When discussing the game of dodgeball, people usually discuss it with fond memories and excitement for the thrill that came from the game. Then there were those who strongly disliked it for reasons that it was embarrassing, hurtful, and just not fun. The game of dodgeball has been played by many students in their physical education (PE) classes,…
Descriptors: Teaching Methods, Physical Education, Kindergarten, Elementary Secondary Education
Hemphill, Christy; Hemphill, Aaron – International Journal of Technology in Education, 2021
Minority language communities lack access to educational technology that facilitates literacy skill building. The approach currently taken by most educational game app developers privileges widely spoken languages and often requires intensive resource investment. In response, a new game app was designed to provide easily localized, pedagogically…
Descriptors: Language Minorities, Computer Software, Computer Games, Teaching Methods
Arfé, Barbara; Festa, Federica; Ronconi, Lucia; Spicciarelli, Gaia – Reading and Writing: An Interdisciplinary Journal, 2021
Text generation--the mental translation of ideas into language at word, sentence, and discourse levels--involves oral language abilities. However, oral language skills are rarely a target of writing interventions. We ran an intervention to improve fifth and 10th graders' written production through the development of oral sentence generation…
Descriptors: Elementary School Students, High School Students, Grade 5, Grade 10
Bhagwat, Kishor; Kumar, Prem; Delhi, Venkata Santosh Kumar – Journal of Civil Engineering Education, 2021
Safety training and assessment programs play a key role in inducing safe behavior on construction sites. The traditional training methods are fraught with limitations. The advent of visualization technologies such as building information modeling (BIM) and virtual reality (VR) lay a great promise in imbuing vigor in the training and assessment…
Descriptors: Usability, Visualization, Safety, Computer Simulation
Kevin R. Glover – ProQuest LLC, 2021
Clinically appropriated and procedurally correct hand hygiene is performed less than 50% of the time by health professionals resulting in suboptimal patient care. The use of serious simulation games has been suggested to provide emerging health professional students the opportunity to practice proper hand hygiene behaviors to individualized,…
Descriptors: Hygiene, Allied Health Personnel, Allied Health Occupations Education, Program Effectiveness
Abrahamson, Dor; Kapur, Manu – Instructional Science: An International Journal of the Learning Sciences, 2018
Whereas some educational designers believe that students should learn new concepts through explorative problem solving within dedicated environments that constrain key parameters of their search and then support their progressive appropriation of empowering disciplinary forms, others are critical of the ultimate efficacy of this discovery-based…
Descriptors: Discovery Learning, Educational Research, Instructional Design, Educational Philosophy
Costin, Yvonne; O'Brien, Michael P.; Slattery, Darina M. – International Journal of Teaching and Learning in Higher Education, 2018
Entrepreneurs need to develop a range of skills to be successful, including skills in decision making, risk management, problem solving, communication, and teamwork. Games and simulations are increasingly being used in both academia and business to encourage such skills development. This paper describes a business simulation module whereby…
Descriptors: Foreign Countries, Graduate Students, Business Administration Education, Entrepreneurship
Arantes do Amaral, João Alberto; Hess, Aurélio – International Journal of Instruction, 2018
In this article, we discuss the ripple effects of the WEBSIM FISHBANKS Simulation Laboratory held at Federal University of Sao Paulo (UNIFESP) in 2014, held as a result of a partnership between the Sloan School of Management of the Massachusetts Institute of Technology, the UNIFESP, and the Brazilian Chapter of the System Dynamics Society of…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Laboratories
Kiili, Kristian; Ojansuu, Kai; Lindstedt, Antero; Ninaus, Manuel – International Journal of Game-Based Learning, 2018
The main aim of this article was to investigate the educational potential of a game-based math game competition to engage students in training rational numbers. Finnish fourth (n = 59; M[subscript age] = 10.36) and sixth graders (n = 105; M[subscript age] = 12.34) participated in a math game competition relying on intra-classroom cooperation and…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Competition
Gough, John – Australian Mathematics Teacher, 2017
Three game examples using L-shaped tri-cubes in alternative arrangements are presented. Each game example challenges you to think who might win, and what alternative playing strategies could be implemented to change the final outcome.
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Manipulative Materials
Mora, Alberto; Riera, Daniel; González, Carina; Arnedo-Moreno, Joan – Journal of Computing in Higher Education, 2017
Learner's motivation difficulties are recognized as a problem in diverse educational scenarios, reaching up to university degrees. Among other techniques that are often applied by instructors to counteract this issue, those related to the use of gaming elements seem to very promising. In this context, considering the use of game-like properties in…
Descriptors: Educational Games, Teaching Methods, Design, Literature Reviews
Pellicone, Anthony James – ProQuest LLC, 2017
Streaming is an emerging practice of videogame culture, where a player broadcasts a live capture of their game-play to an audience. Every day Twitch.tv, the most popular streaming platform, features thousands of streams broadcast to millions of viewers. Streams are detailed multimedia artifacts, and their study allows us to understand how the…
Descriptors: Video Games, Video Technology, Culture, Play
Machajewski, Szymon – Online Submission, 2017
Schools are to prepare students for success. However, they often villainize failure. Instead, schools should teach students how to fail fast and safely in order to learn and to allow innovation through vulnerability. The lessons that the gaming culture has for learning will define future strategies of teaching and learning. Games are sometimes…
Descriptors: Educational Games, Academic Failure, Empathy, Educational Innovation
Sabitova, Aigul; Salimova, Daniya; Ibragimova, Elmira – Journal of Social Studies Education Research, 2018
The paper presents the results of the research in the framework of the current trends in linguistics--text linguistics and stylistics. Now that the concept of the language norm is blurred to some extent due to the strong phenomena in language and speech dynamics, the language of texts for children should be treated with special attention and care,…
Descriptors: Linguistics, Books, Childrens Literature, Foreign Countries

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