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Liang, Hsin-Yi; Hsu, Tien-Yu; Hwang, Gwo-Jen; Chang, Shao-Chen; Chu, Hui-Chun – Interactive Learning Environments, 2023
In the past decades, collaborative game-based learning has been used to facilitate students' learning in authentic learning contexts. Although several previous studies have reported the potential of this approach for students' learning performance and motivation, unequal participation could negatively influence the learning effectiveness of…
Descriptors: Museums, Science Education, Critical Thinking, Competency Based Education
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Alexander Frank García Vaquero; Maria Alcantud Diaz – Digital Education Review, 2023
This article examines how technology-enhanced inquiry-based learning (IBL) affected students' language acquisition and the evolution of motivation in the subject of English as a Foreign Language (EFL). Furthermore, this study presents a proposal for the collaboration of the subjects of Spanish and English, using translanguaging to establish…
Descriptors: Robotics, English (Second Language), Second Language Learning, Second Language Instruction
James Miles – Free Spirit Publishing, 2023
By infusing lessons with content that is relevant to students' lives, inspires their curiosity, and fires up their intellect, teachers can use hip-hop education to help students better take in information and think critically about concepts, inside and outside the classroom. This must-have resource: (1) Presents the what, why, and how of using…
Descriptors: Music, Teaching Methods, Social Emotional Learning, Critical Thinking
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Jessica H. Hunt; Michelle Taub; Matthew Marino; Kenneth Holman; Alejandra Duarte; Brianna Bentley – North American Chapter of the International Group for the Psychology of Mathematics Education, 2023
We analyzed the effects of a game-based, supplemental fraction curriculum on fourth and fifth grade students' fraction knowledge, engagement, and STEM interest. Students with and without disabilities with intersecting identities (e.g., race, disability status, gender) comprised the sample. Results indicate significant differences in fraction…
Descriptors: Fractions, Mathematics Instruction, Game Based Learning, Learner Engagement
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Siem Buseyne; Amelie Vrijdags; Annelies Raes – International Journal of Designs for Learning, 2023
Collaborative Problem Solving (CPS) skills are receiving increased attention in the current workforce and in lifelong learning. In learning and labor contexts, successful teamwork is however not always guaranteed, due to several reasons, such as an unequal level of individual participation. Training in CPS for all groups is therefore needed.…
Descriptors: Problem Solving, Cooperative Learning, Labor Force Development, Teamwork
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Schrier, Karen – Educational Technology Research and Development, 2017
How can we better design games, such as role-playing video games (RPGs), to support the practice of ethical thinking? Ethical thinking is a critical component of twenty-first century citizenship and we need to design ways to creatively support its practice. This study investigates how male participants, ages 18-34, make ethical decisions in three…
Descriptors: Ethics, Video Games, Role Playing, Adults
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Black, Rebecca W.; Alexander, Jonathan; Korobkova, Ksenia – Teachers College Record, 2017
Background/Context: Sociocultural research on young people's literate practices with digital media has generally focused on literacy events and practices that are grounded in distinct online locations, such as affinity spaces, specific websites, particular videogames, or virtual worlds. Purpose/Objective/Research Question/Focus of Study:…
Descriptors: Simulated Environment, Computer Simulation, Qualitative Research, Literacy
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Cramer, Stanley J. – Strategies: A Journal for Physical and Sport Educators, 2017
Nearly everyone who throws a disc associates the activity with fun. Over the years, multiple disc games and activities have been invented, combining fun and learning. These are games that many individuals are likely to continue playing long after they have left school and are worthy of being included in a contemporary physical education program.…
Descriptors: Physical Education, Physical Fitness, Play, Games
Dinçel, Betül Keray – Online Submission, 2017
Nursery rhymes are quite important in terms of developing children's language skills. It was observed that there is a paucity of research looking at semantic fields and value regarding nursery rhymes; therefore, this study was intended to fill that gap in the literature by investigating nursery rhymes in terms of semantic fields and value. In this…
Descriptors: Semantics, Nursery Rhymes, Classification, Content Analysis
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Jabali, Mohsen; Walker, Carol – International Journal of Technology in Education, 2021
The study was carried out to investigate the impact of a digital review tool had on students' grades, learning motivation, and engagement. An exploratory cross-sectional study was accomplished with two groups of students. The Experimental Group was taught using the digital tool FlipQuiz while the Control Group was taught with the conventional…
Descriptors: Game Based Learning, Educational Technology, English (Second Language), Second Language Learning
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Lam, Michelle – Diaspora, Indigenous, and Minority Education, 2021
Rural immigration is increasing, but still underrepresented in the literature. What does it mean to welcome well in places without large ethnocultural communities and the diverse range of supports dedicated to settlement and integration? What are the perceptions surrounding newcomer integration, and what experiences are newcomers having outside…
Descriptors: Immigration, Immigrants, Refugees, Stakeholders
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López López, Ligia; Nikey – Race, Ethnicity and Education, 2021
Being "in" curriculum is the cry of the "damné" to call for attention to one's existence against the antiblack and antibrown 'weather' in schools. This paper draws from the cry of young people, particularly Black girls to say 'I am here' in curriculum. Drawing from two years of primary/elementary classroom research in the…
Descriptors: African Americans, Females, Racial Bias, Gender Bias
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González López, Ignacio; Quintero Ordóñez, Belén; Reche Urbano, Eloísa; Fuentes Esparrell, Juan – Digital Education Review, 2021
This study aims to determine the perceptions families have about their children's use of Information and Communication Technologies, identifying usage habits and their effects on the management of emotions, within the academic and social settings. The study was conducted with a total of 253 families from throughout Spain, whose children are…
Descriptors: Information Technology, Adolescents, Secondary School Students, Family Attitudes
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Colomo Magaña, Ernesto; Cívico Ariza, Andrea; Ruiz Palmero, Julio; Sánchez Rivas, Enrique – Contemporary Educational Technology, 2021
The excessive use of ICTs is a growing problem among young people. The social isolation caused by COVID-19 can increase these inappropriate behaviour. This study aims at analysing the problematic use of ICTs in trainee teachers based on the gender variable before and after the COVID-19 lockdown based on the gender variable. A longitudinal panel…
Descriptors: COVID-19, Pandemics, Social Isolation, Preservice Teachers
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Forte-Celaya, Jacqueline; Ibarra, Luis; Glasserman-Morales, Leonardo David – Education Sciences, 2021
Educational systems are now focusing on skills enhancement, such as creative thinking skills (CTS), as a means of long-lasting, significant learning. To this end, some universities and higher education institutions incentivize active learning (AL) strategies as CTS developers. Indeed, a positive link among creative results, time availability, and…
Descriptors: Creative Thinking, Problem Solving, Thinking Skills, Skill Development
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