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Ineç, Zekeriya Fatih – Romanian Review of Geographical Education, 2021
This study investigated the developmental process of a dynamic geo-game, Gezgin, which was developed by the researcher based on the Four-Component Instructional Design (4C/ID) Model, and its benefits in the acquisitions, values and skills of the Global Connections learning area of the social studies curriculum applied in Turkey. It also determined…
Descriptors: Social Studies, Geography Instruction, Teaching Methods, Case Studies
Fomby, Paula; Goode, Joshua A.; Truong-Vu, Kim-Phuong; Mollborn, Stefanie – Youth & Society, 2021
The advent of Internet-enabled mobile digital devices has transformed U.S. adolescent technology use over the last decade, yet little is known about how these changes map onto other health-related behaviors. We provide a national profile of how contemporary technology use fits into adolescents' daily health lifestyles compared with the previous…
Descriptors: Sleep, Physical Activity Level, Video Games, Peer Groups
Choi, Beomkyu; Young, Michael F. – Technology, Pedagogy and Education, 2021
Wise technology integration is not simply a matter of selecting to use, but a matter of how to effectively use technology in context within the curriculum. Technology integration cognition should thus be thought of as pedagogical design thinking that involves critically examining the affordances of learning technologies and then strategically…
Descriptors: Pedagogical Content Knowledge, Technological Literacy, Technology Integration, Affordances
Gómez-García, Salvador; Paz-Rebollo, María-Antonia; Cabeza-San-Deogracias, José – Comunicar: Media Education Research Journal, 2021
The refugee crisis has been a fertile ground for hate speech that has portrayed migrants as a dangerous threat and has been spread through social networks. While the media have unconsciously contributed to the proliferation of these racist messages, some have reacted by extending their traditional journalistic activity to the creation of newsgames…
Descriptors: Refugees, Immigrants, Antisocial Behavior, Social Networks
Biehler, Rolf; Fleischer, Yannik – Teaching Statistics: An International Journal for Teachers, 2021
This paper reports on progress in the development of a teaching module on machine learning with decision trees for secondary-school students, in which students use survey data about media use to predict who plays online games frequently. This context is familiar to students and provides a link between school and everyday experience. In this…
Descriptors: Secondary School Students, Artificial Intelligence, Man Machine Systems, Educational Technology
Sanmugam, Mageswaran; Selvarajoo, Anurita; David, Jeya Amantha – IAFOR Journal of Education, 2021
Diversified learning is the path to supplement students' needs in the contemporary generation. These students' lives have revolved around technology since birth; as such, the role of technology cannot be ignored. Furthermore, this was prevalent during the lockdown imposed by the global pandemic which compelled the incorporation of educational…
Descriptors: Foreign Countries, Game Based Learning, Student Characteristics, Technology Uses in Education
Zan, Nuray; Dagbasi, Gürkan; Sanverdi, Halil Ibrahim – Education Quarterly Reviews, 2021
This study was carried out with a total of 75 students attending 9th grade in two high schools affiliated to the Ministry of National Education in Reyhanli district, which hosted many Syrian refugees in Hatay province in the spring semester of 2018-2019 academic years and lasted for three weeks. A total of 75 students, 43 from two different 9th…
Descriptors: Foreign Countries, Grade 9, High School Students, Refugees
Wisittanawat, Panchompoo; Gresalfi, Melissa S. – Journal of the Learning Sciences, 2021
Background: Educational video games are increasingly used in classrooms because they can offer meaningful contexts for problem solving. However, educational video games bring together two historically disparate activities: school mathematics and video games. How these two activities complement, compromise, or contradict each other influences how…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Mathematics Instruction
Altinpulluk, Hakan; Demirbag, Irem; Ertan, Sehla; Yildirim, Yusuf; Koçak, Ali; Yildiz, Turgay; Yildirim, Mustafa; Köse, Birsen Sezgi; Taylan, Gül Özer; Karagil, Selen Duygu; Aydin, Elif Helvaci; Güven, Kenan; Türktan, Onur; Tabak, Buse – Asian Journal of Distance Education, 2021
The aim of this study is to examine the open access theses in the Social Sciences group with virtual reality in the title of the review results made in the Council of Higher Education Thesis Center, through systematic review and content analysis method. It is thought that this study will narrow the wide scope of the notion of virtual reality and…
Descriptors: Graduate Students, Computer Simulation, Distance Education, Foreign Countries
Alajaji, Deema Abdulmohsen; Alshwiah, Abeer Aidh – Journal of Information Technology Education: Research, 2021
Aim/Purpose: To investigate the application of game elements to a non-gaming context (gamification), specifically on an early childhood teacher-training course. Background: This research proposes a teaching strategy that combines gamification elements via e-quizzing tools with the main principles of a scavenger hunt (SH). The purpose of this blend…
Descriptors: Game Based Learning, Undergraduate Students, Preservice Teachers, Late Adolescents
Graeske, Caroline; Sjöberg, Sofia Aspling – International Education Studies, 2021
Use of virtual reality (VR) to teach in upper-secondary schools has become more common during recent years. This article discusses the implementation and testing of VR to teach Swedish in upper-secondary school, a pilot study carried out during the 2020/2021. The purpose of this study is to investigate how VR can be used to teach Swedish, what…
Descriptors: Computer Simulation, Teaching Methods, Technology Uses in Education, Secondary School Students
Tucker, Stephen I.; Moyer-Packenham, Patricia S. – International Journal of Mathematical Education in Science and Technology, 2021
This study examines the construct of distance -- the degree of difficulty of interacting with something -- as part of activity involving children using touchscreen digital games to learn mathematics. Ten fifth-grade children engaged in video-recorded semi-structured task-based interviews in which they used two touchscreen digital mathematics games…
Descriptors: Computer Games, Mathematics Instruction, Video Technology, Task Analysis
Morelock, John R.; Salado, Alejandro; Lakeh, Arash Baghaei; Richards, Trevor K. – Advances in Engineering Education, 2021
In undergraduate engineering education, students are often overexposed to problem-solving methods that are unrepresentative of how engineers solve problems in practice. For decision-making problems, in particular, students are commonly taught to compare alternative solutions using known and provided information. However, many real-world…
Descriptors: Engineering Education, Teaching Methods, Educational Games, Simulation
Goico, Sara A. – International Journal of Multilingualism, 2021
In this paper, I address the question of how interactions with deaf youth and their hearing interlocutors are able to unfold in economical and fluid ways despite the existence of sensory and communicative asymmetries. Bringing together ethnographic insights from two years of fieldwork in Iquitos, Peru with the microanalysis of moments of situated…
Descriptors: Deafness, Youth, Hearing (Physiology), Ethnography
The Associations between Computational Thinking and Creativity: The Role of Personal Characteristics
Israel-Fishelson, Rotem; Hershkovitz, Arnon; Eguíluz, Andoni; Garaizar, Pablo; Guenaga, Mariluz – Journal of Educational Computing Research, 2021
Computational Thinking (CT) and creativity are considered two vital skills for the 21st century that should be incorporated into future curricula around the world. We studied the relationship between these two constructs while focusing on learners' personal characteristics. Two types of creativity were examined: creative thinking and computational…
Descriptors: Correlation, Thinking Skills, Creative Thinking, Problem Solving

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