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Domenici, David; Holland, Kaylah – National Technical Assistance Center for the Education of Neglected or Delinquent Children and Youth (NDTAC), 2021
When school is engaging, relevant, and meaningful, students returning from correctional facilities and those at-risk of dropping out are more likely to achieve educational success. This brief is intended to assist district leaders and school administrators--both at the district and school level- who are seeking to implement strategies designed to…
Descriptors: Learner Engagement, Relevance (Education), Reentry Students, At Risk Students
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Nathan, Mitchell; Walkington, Candace; Swart, Michael – Grantee Submission, 2021
Findings synthesized across five empirical laboratory- and classroom-based studies of high school and college students engaged in geometric reasoning and proof production during single- and multi-session investigations (346 participants overall) are presented. The findings converge on several design principles for computer technologies to support…
Descriptors: Geometry, Mathematics Instruction, High School Students, Undergraduate Students
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Aliyu, Hassan; Raman, Yasheni; Talib, Corrienna Abdul – Online Submission, 2021
A digital instructional game with embedded multimedia was believed not limited to allowing the learner to visualize chemistry concepts while playing but enable them to collect relevant information that connects the understanding of the other. The subject was described as a core science area with multiple macroscopic, submicroscopic, and symbolic…
Descriptors: Cognitive Development, Chemistry, Science Instruction, Comparative Analysis
Elnaz Sarabchian – ProQuest LLC, 2021
Quasi-experimental research was conducted to examine the effect of game-based student response systems (GBSRS) on student achievement and self-efficacy in languages other than English (LOTE). The research employed a pretest-posttest, non-equivalent control group design in which 170 third and fourth-grade students participated in a 12-session…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
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Barreto, Daisyane; Vasconcelos, Lucas; Orey, Michael – Malaysian Journal of Learning and Instruction, 2017
Purpose: With video games being a source of leisure and learning, educators and researchers alike are interested in understanding children's motivation for playing video games as a way to learn. This study explores student motivation and engagement levels in playing two math video games in the game "Club Penguin." Method: This is a…
Descriptors: Student Motivation, Learner Engagement, Mathematics Instruction, Educational Games
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Calvo-Ferrer, José Ramón – British Journal of Educational Technology, 2017
According to different authors, computer games not only teach contents and skills, but also do so in a more efficient manner, allowing long-lasting learning. However, there is still little consensus on this matter as different studies put their educational benefits into question, especially when used without instructional support. An empirical…
Descriptors: Educational Games, Vocabulary Development, Regression (Statistics), Computer Games
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Johnson, Claire – Online Submission, 2017
"Game Maker" is widely used in UK secondary schools, yet under-researched in that context. This paper presents the findings of a qualitative case study that explores how authoring computer games using "Game Maker" can support the learning of basic programming concepts in a mainstream UK secondary setting. The research draws on…
Descriptors: Foreign Countries, Secondary School Students, Qualitative Research, Case Studies
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Nagy, Tünde – Hungarian Educational Research Journal, 2020
When it comes to teaching vocabulary in foreign language classes words are often taught in isolation, without regard to the context in which they appear. The paper draws attention to the importance of teaching words in context so that the meaning of a word often results from the meaning of a larger construction it is part of. After presenting the…
Descriptors: Phrase Structure, Teaching Methods, Second Language Learning, Second Language Instruction
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Bristow, Siân; Atkinson, Cathy – Educational & Child Psychology, 2020
Aim: This study aimed to investigate social, emotional and mental health and wellbeing aspects of playtime through child-led participatory action research in one school. Method: A stakeholder group involving the project facilitator (first researcher), school staff and four trained child co-researchers (aged 9 to 10) was established to facilitate…
Descriptors: Emotional Response, Mental Health, Social Development, Well Being
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Frantzeskaki, Konstantina; Kafoussi, Sonia; Fessakis, Georgios – International Journal for Technology in Mathematics Education, 2020
In recent years, the learning and teaching of combinatorics presents particular educational research interest from the primary up to higher education levels. The combinatorial problems constitute a valuable opportunity for mathematical exploration, as combinatorics is a branch of mathematics with many applications, providing a complex network of…
Descriptors: Mathematics Instruction, Preschool Children, Educational Technology, Technology Uses in Education
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Hourigan, Mairéad; Leavy, Aisling M. – International Journal of Mathematical Education in Science and Technology, 2020
Probability education has fast become a contested area, with curriculum authorities in some countries recently suspending its introduction until the post-primary years. In other countries, children as young as 7 years are introduced to informal probability concepts. These recent international shifts in practice have contributed to a paucity of…
Descriptors: Preservice Teachers, Elementary School Teachers, Teacher Educators, Probability
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Budasi, I. Gede; Ratminingsih, Ni Made; Agustini, Ketut; Risadi, Md. Yudyantara – International Journal of Instruction, 2020
The purpose of this study was to investigate whether there was a significant effect of Power Point game on young learners' learning motivation and English achievement involving learners' perception of it. Based on the characteristics of quantitative research methods, the post-test only control group quasi-experimental design was used to test the…
Descriptors: Computer Software, Student Motivation, Academic Achievement, Student Attitudes
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Saleh, Asmalina; Yuxin, Chen; Hmelo-Silver, Cindy E.; Glazewski, Krista D.; Mott, Bradford W.; Lester, James C. – Journal of Research in Science Teaching, 2020
Collaborative inquiry learning affords educators a context within which to support understanding of scientific practices, disciplinary core ideas, and crosscutting concepts. One approach to supporting collaborative science inquiry is through problem-based learning (PBL). However, there are two key challenges in scaffolding collaborative inquiry…
Descriptors: Scaffolding (Teaching Technique), Cooperative Learning, Active Learning, Inquiry
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Jorion, Natalie; Roberts, Jessica; Bowers, Alex; Tissenbaum, Mike; Lyons, Leilah; Kumar, Vishesh; Berland, Matthew – Frontline Learning Research, 2020
A driving factor in designing interactive museum exhibits to support simultaneous users is that visitors learn from one another via observation and conversation. Researchers typically analyze such collaborative interactions among museumgoers through manual coding of live- or video-recorded exhibit use. We sought to determine how log data from an…
Descriptors: Museums, Exhibits, Data Analysis, Cooperation
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Sierra, Javier – Innovations in Education and Teaching International, 2020
This article presents an innovative teaching and learning method based on three different simulations of multi-level governance settings. Public management at the local level is recreated using the SimCity computer game; the decision-making process at the national level is simulated through a national parliament simulation; and the intervention of…
Descriptors: Computer Simulation, Economics Education, Student Attitudes, College Students
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