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Bakri, Syah Runniza Ahmad; Liew, Chin Ying; Chen, Chee Khium; Tuh, Moi Hua; Ling, Siew Ching – Asian Journal of University Education, 2020
Sketching the graph of mathematical functions using derivatives is a challenging task for undergraduate students who enrol for the first level of calculus course. Before graph plotting, students are required to perform a thorough function analysis using the concepts learned in differentiation. They are then expected to solicit the results obtained…
Descriptors: Calculus, Mathematics Instruction, College Mathematics, Undergraduate Students
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Conradi, Lyndsey Aiono; Jameson, J. Matt; Fischer, Aaron J.; Farrell, Michael; Eichelberger, Carrie; Ryan, Joanna; Bowman, Jessica A.; McDonnell, John – Education and Training in Autism and Developmental Disabilities, 2020
Numerous studies have demonstrated the positive effects of the Good Behavior Game (GBG); however, limited information exists on the impact of the GBG on students with severe disabilities. This study investigated the impact of the GBG on students with severe disabilities and their off-task behaviors. Three students in three self-contained…
Descriptors: Severe Disabilities, Time on Task, Student Behavior, Self Contained Classrooms
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Amalia, Arsyi Rizqia – Acuity: Journal of English Language Pedagogy, Literature and Culture, 2020
In learning a language, vocabulary is the most important thing that should be mastered by learners. The English ability of primary school students is very closely related to the vocabulary mastery that they have. This research aims to find the answer to the following questions: (1) How is the application of Guess My Move Game model in learning…
Descriptors: Vocabulary Development, Mastery Learning, Elementary School Students, Educational Games
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Göksu, Idris; Aslan, Alper; Turgut, Yigit Emrah – E-Learning and Digital Media, 2020
The aim of this study is to examine mobile games in the context of their content and to evaluate the situations faced by children through document analysis in terms of age-rating, game score, access permissions, the inclusion of advertisements, in-game purchases, encouraging consumerism, the inclusion of violence, bad habits, and educational…
Descriptors: Handheld Devices, Computer Games, Children, Risk
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Orr, Edna – Early Child Development and Care, 2020
The current study's objective was to examine the link between cognitive stimulation at home and children's task persistence. A sample of 60 children and parents with equal numbers selected from low- and high-income families were recruited to gather information about the level of cognitive stimulation in their home by using a checklist-like tool…
Descriptors: Persistence, Family Environment, Family Income, Socioeconomic Status
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Jesionkowska, Joanna; Wild, Fridolin; Deval, Yann – Education Sciences, 2020
Immersive technologies are rapidly transforming the field of education. Amongst them, Augmented Reality (AR) has shown promise as a resource, particularly for education in Science, Technology, Engineering, Arts, and Mathematics (STEAM). There are, however, few teachers deploying this new medium in the classroom directly, and, consequently, only a…
Descriptors: Art Education, STEM Education, Active Learning, Computer Simulation
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Fasha, Linda Hania; Ruqoyah, Siti – Elementary School Forum (Mimbar Sekolah Dasar), 2020
This research is motivated by the low creative thinking ability of the fourth-grade primary school students in Cimahi City. The purpose of this research is to examine the achievement and improvement of creative thinking abilities of primary school students between those who used the Course Review Hooray (CRH) learning model assisted by monopoly…
Descriptors: Creative Thinking, Thinking Skills, Elementary School Students, Grade 4
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Porter, C. D.; Smith, J. R. H.; Stagar, E. M.; Simmons, A.; Nieberding, M.; Orban, C. M.; Brown, J.; Ayers, A. – Physical Review Physics Education Research, 2020
Recent years have seen a resurgence of interest in using virtual reality (VR) technology to benefit instruction, especially in physics and related subjects. As VR devices improve and become more widely available, there remains a number of unanswered questions regarding the impact of VR on student learning and how best to use this technology in the…
Descriptors: Physics, Science Instruction, Video Games, Computer Simulation
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Bulut, Ayhan – Acta Educationis Generalis, 2020
Introduction: Disasters and emergencies adversely influence around 70 million children worldwide. Regrettably, those who suffer the most from the consequences of any natural disaster and do not have any knowledge on how to protect themselves in such situations are children. Particularly, educating and raising the awareness of children in this…
Descriptors: Emergency Programs, Natural Disasters, Preschool Education, Preschool Children
Li, Jingwei – ProQuest LLC, 2020
This dissertation study aimed to explore whether and how individual differences in verbal and visuospatial working memory capacity and executive functions influence elementary students' mathematics fact mastery and mathematics anxiety as they engage in learning using ReflexTM, a game-based, visuospatial rich adaptive learning platform for…
Descriptors: Elementary School Students, Mathematics Education, Mathematics Anxiety, Game Based Learning
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Namli, Sevinç; Demir, Gönül Tekkursun – Turkish Online Journal of Educational Technology - TOJET, 2020
The fact that the passion for digital gaming, which brings a sedentary lifestyle, replaces traditional games requiring exercise and physical education also has a negative impact on the health of children and adolescents. In this study, it was aimed to examine and evaluate high school students' attitudes towards digital gaming and sports by certain…
Descriptors: Athletics, Computer Games, Correlation, High School Students
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Litster, Kristy; Moyer-Packenham, Patricia S. – Journal of Computers in Mathematics and Science Teaching, 2020
Digital math apps on touch-screen devices have become popular as effective tools to support mathematics learning. Many apps incorporate gaming elements such as points, stars, coins, or storylines to increase student interest and motivation. However, there is limited research regarding the balance of gaming and mathematics elements and how it…
Descriptors: Mathematics Instruction, Computer Games, Computer Software, Student Motivation
Mehringer, Hannah; Fraga-González, Gorka; Pleisch, Georgette; Röthlisberger, Martina; Aepli, Franziska; Keller, Vera; Karipidis, Iliana I.; Brem, Silvia – Research and Practice in Technology Enhanced Learning, 2020
We assessed the Swiss-German version of GraphoLearn, a computer game designed to support reading by training grapheme-phoneme correspondences. A group of 34 children at risk for dyslexia trained three times a week during 14 weeks, on top of their standard school instruction. The sample was divided into two groups of 18 and 16 children, who started…
Descriptors: Computer Games, Reading Instruction, Computer Oriented Programs, Beginning Reading
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Wang, Qiao – International Journal of Computer-Assisted Language Learning and Teaching, 2020
The study is the second in a series of mixed-methods studies on the integration of The Sims 4, a life-simulation game, into language classrooms. In this study, the researcher explores the effect of game-based language learning (GBLL) on students' English communicative competence from three aspects, interaction, fluency and content, in a Japanese…
Descriptors: Communicative Competence (Languages), English (Second Language), Language Fluency, Second Language Learning
Heather Dube; Sarah Sarette – Journal of the American Academy of Special Education Professionals, 2020
Providing the support that children need to build cognitive skills (i.e. working memory and processing speed) has come to the forefront for special educators today. This study investigated how fourth-grade students within an experimental classroom (N=14) and special education students within a small group setting (N=9) improved their working…
Descriptors: Cognitive Development, Short Term Memory, Child Development, Special Education
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