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Kennedy, Alana M.; Haydon, Todd; Plano Clark, Vicki L. – Preventing School Failure, 2023
The aim of the present qualitative interview study was to explore how teachers working at an alternative education setting serving students with emotional and behavioral disorders (EBD) build relationships with their students. In-depth interviews with five instructors resulted in the development of seven interrelated themes concerning the key…
Descriptors: Teacher Student Relationship, Nontraditional Education, Emotional Disturbances, Behavior Disorders
Biino, Valentina; Tinagli, Valeria; Borioni, Federica; Pesce, Caterina – Physical Education and Sport Pedagogy, 2023
Background: The relation between physical activity (PA), motor skills and cognitive function in children is receiving considerable attention. To transition scientific evidence into pedagogical practice, however, we need to further our understanding of which qualitative PA characteristics are best suited to stimulate motor skills and executive…
Descriptors: Preschool Children, Preschool Education, Psychomotor Skills, Motor Development
Summer S. Braun; Catherine P. Bradshaw; Lydia A. Beahm; Alexa C. Budavari; Jason Downer; Nicholas S. Ialongo; Patrick H. Tolan – Grantee Submission, 2023
Introduction: Effective classroom management is critical to creating a classroom environment in which social, emotional, and academic learning can take place. The present study investigated the association between early career, early elementary teachers' occupational health (job stress, burnout, and perceived teaching ability) and perceptions of…
Descriptors: Predictor Variables, Program Implementation, Educational Games, Student Behavior
Batista, Rita; Borba, Rute; Henriques, Ana – Statistics Education Research Journal, 2022
This study aims to analyse the reasoning that children and adults with the same school level use to assess and justify the fairness of games, considering aspects of probability such as randomness, sample space, and comparison of probabilities. Data collection included a Piagetian clinical interview based on games of chance. The results showed that…
Descriptors: Probability, Statistics Education, Intervention, Thinking Skills
Maghfiroh, Anissa; Kuswanto, Heru – International Journal of Instruction, 2022
This research aims to reveal the effectiveness of the use of Kofie GeBoL media in improving (1) vector representation ability and (2) critical thinking ability in physics instruction. It is a descriptive quantitative study with the quasi-experiment design. It was conducted in two stages: empirical try out and implementation of Kofie GeboL to see…
Descriptors: Physics, Instructional Effectiveness, Critical Thinking, Thinking Skills
Esquivel, Christi H.; Wilson, Kelly L.; Garney, Whitney R.; McNeill, Elisa Beth; McMaughan, Darcy Jones; Brown, Sydney; Graves-Boswell, Taylor – American Journal of Sexuality Education, 2022
Game-based learning offers an interactive and effective way to teach health content and skills. This article discusses feasibility testing of "Using the Connect" ("UTC"), an innovative, game-based sexuality education program to evaluate its acceptability among youth. Utilizing mixed methods in a single case study design,…
Descriptors: Sexuality, Sex Education, Game Based Learning, Teaching Methods
Uibu, Marko; Kalma, Maarja; Mägi, Katrin; Kull, Merike – Scandinavian Journal of Educational Research, 2022
Engaging key stakeholders, including students into the process of school-based physical activity (PA) intervention planning is considered important. The present study was part of the preparatory phase of the Estonian Schools in Motion pilot programme and aimed to examine students' perspective of PA opportunities in the classroom. Based on 17 focus…
Descriptors: Foreign Countries, Physical Activities, Intervention, Student Attitudes
Hopper, Timothy; Rhoades, Jesse Lee – Strategies: A Journal for Physical and Sport Educators, 2022
The second article (Part 2) builds on the theoretical and contextual foundation developed in paper one by exploring in more depth how to teach tennis based on the use of USTA modified equipment and Tennis Canada's play-practice-play program. Drawing on the enactivist cognitive approach to teaching tennis, this paper shows how tennis players,…
Descriptors: Educational Theories, Educational Change, Racquet Sports, Physical Education
Rukayah; Daryanto, Joko; Atmojo, Idam R. W.; Saputri, Dwi Y.; Ardiansyah, Roy; Ariwijaya, Ilham – Pegem Journal of Education and Instruction, 2022
This study aims to describe the quiz game learning media development for the Javanese script reading skill for fifth-grade students at SD Mangkubumen Kidul, Laweyan Sub-district, Surakarta. This research was included in R & D (research and development) and reached the development stage. The subjects of this study were the fifth-grade students…
Descriptors: Reading Instruction, Reading Skills, Grade 5, Elementary School Students
Saleh, Asmalina; Phillips, Tanner M.; Hmelo-Silver, Cindy E.; Glazewski, Krista D.; Mott, Bradford W.; Lester, James C. – British Journal of Educational Technology, 2022
This exploratory paper highlights how problem-based learning (PBL) provided the pedagogical framework used to design and interpret learning analytics from "Crystal Island: EcoJourneys," a collaborative game-based learning environment centred on supporting science inquiry. In "Crystal Island: EcoJourneys," students work in teams…
Descriptors: Cooperative Learning, Learning Analytics, Pretests Posttests, Problem Based Learning
Smith, Ginny; Fulwider, Curt; Liu, Zhichun; Lu, Xi; Shute, Valerie J.; Li, Jiawei – International Journal of Game-Based Learning, 2022
The present study explores how gender, ethnicity, and performance-based perceived competence impact students' learning, performance, and enjoyment from playing a digital STEM learning game. We had 199 9th-11th grade students play a 2D digital STEM learning game across six science classes. Based on the results of demographic surveys, matched…
Descriptors: STEM Education, Computer Games, Gender Differences, Ethnicity
Saud, Syukur; Aeni, Nur; Azizah, Laelah – International Journal of Language Education, 2022
In creating a comfortable English learning atmosphere, the impressions of students and lecturers are crucial. Leading the students to be happy in learning is one of the big challenges for the lecturer. The aim of this study is to find out how students and lecturers feel about online learning by using gamification. It investigated how the students…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Language Tests
Burwell, Catherine; Miller, Thomas – E-Learning and Digital Media, 2016
This article explores the literacy practices associated with Let's Play videos (or LPs) on YouTube. A hybrid of digital gaming and video, LPs feature gameplay footage accompanied by simultaneous commentary recorded by the player. Players may set out to promote, review, critique or satirize a game. In recent years, LPs have become hugely popular…
Descriptors: Video Games, Literacy, Educational Practices, Educational Games
Chang, Mido; Evans, Michael A.; Kim, Sunha; Norton, Anderson; Deater-Deckard, Kirby; Samur, Yavuz – Education and Information Technologies, 2016
In an effort to maximizing success in mathematics, our research team implemented an educational video game in fifth grade mathematics classrooms in five schools in the Eastern US. The educational game was developed by our multi-disciplinary research team to achieve a hypothetical learning trajectory of mathematical thinking of 5th grade students.…
Descriptors: Educational Games, Video Games, Mathematics Education, Elementary School Mathematics
Chiarello, Fabio; Castellano, Maria Gabriella – International Journal of Game-Based Learning, 2016
In this paper the authors report different experiences in the use of board games as learning tools for complex and abstract scientific concepts such as Quantum Mechanics, Relativity or nano-biotechnologies. In particular we describe "Quantum Race," designed for the introduction of Quantum Mechanical principles, "Lab on a chip,"…
Descriptors: Games, Scientific Concepts, Science Instruction, Science Education

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