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Patrick Tolan; Lauren Molloy Elreda; Catherine P. Bradshaw; Jason T. Downer; Nicholas Ialongo – Grantee Submission, 2020
A growing body of research documents the effectiveness of classroom management programs on a range of student outcomes, yet few early-career teachers receive training on these practices prior to entering the classroom. Moreover, few studies have attended to how variations in teacher distress or level of classroom misbehavior affects training…
Descriptors: Randomized Controlled Trials, Educational Games, Student Behavior, Behavior Modification
Huffman, Carmen L.; Tallant, April C.; Young, Shawna C.; Chen, Kong – Journal of Applied Learning in Higher Education, 2019
The DegreePlus program at Western Carolina University is a newly developed initiative to help students develop transferable skills, including professionalism, cultural responsiveness, leadership and teamwork, by attendance at specific extracurricular events. The program was first implemented in the 2017-2018 academic year as a pilot with Honors…
Descriptors: College Programs, Skill Development, Transfer of Training, Professionalism
Brom, Cyril; Dobrovolný, Viktor; Dechterenko, Filip; Stárková, Tereza; Bromová, Edita – Frontline Learning Research, 2019
Game-based learning is supposed to motivate learners. However, to what degree does motivation driven by interest in playing an instructional game affect learning outcomes compared to motivation driven by interest in the very learning process? This is not known. In this study with a unique design and intervention, young adults (N = 128; a…
Descriptors: Teaching Methods, Educational Games, Motivation, Role Playing
Watanabe, Nobuki – International Electronic Journal of Mathematics Education, 2019
In recent years, scholars have increasingly advocated the importance of cultivating non-cognitive skills (social and emotional skills) in early childhood, and play is useful in acquiring the skills. Simultaneously, young children also need to acquire mathematical cognitive skills as a learning foundation. However, many researchers have indicated…
Descriptors: Play, Young Children, Family Environment, Social Development
Knapp, Nancy Flanagan – Knowledge Quest, 2019
School librarians play a key, though often unrecognized, role in teaching literacy skills (Knapp 2011; Lance and Hofschire 2012; Scholastic 2016). Research over two decades has repeatedly confirmed school libraries' and librarians' significant impact on learners' literacy achievement. Studies in more than twenty states and several Canadian…
Descriptors: School Libraries, Librarians, Educational Games, Early Reading
Paulsen, Christine Andrews; Andrews, Jessica Rueter – Afterschool Matters, 2019
Too many of today's children spend too much time indoors, often interacting with screens. They don't get enough physical exercise. Their learning about nature comes from books and teachers rather than from firsthand exploration of natural phenomena. These issues affect most modern American children, but they are particularly prominent among…
Descriptors: Outdoor Education, STEM Education, After School Programs, Public Television
Wu, Ling; Kim, Minkang – Mind, Brain, and Education, 2019
Ongoing research is providing new insights into the biological rudiments of empathy and its neurobiological underpinnings. There is also growing awareness that tablet technology, when used educationally and ethically, can aid adolescents and young-adults' empathic learning. However, there has been little attempt globally to translate this new…
Descriptors: Empathy, Handheld Devices, Learning Processes, Preschool Children
Maivorsdotter, Ninitha; Quennerstedt, Mikael – European Physical Education Review, 2019
Digitisation is an ongoing process in society as well as in physical education (PE) and research has identified digital technologies as a trend that influences the PE curriculum. A number of studies have explored the topic from different angles, although very few have empirically looked at the critical aspects of digitised PE in educational…
Descriptors: Gender Differences, Epistemology, Physical Education, Information Technology
Shih, Shu-Chuan; Kuo, Bor-Chen; Lee, Shu-Juan – Educational Psychology, 2019
This study established an online game-based assessment to explore third and fourth graders' performance of computational estimation in addition and subtraction. Students' computational estimation strategies could be automatically recorded and classified in this assessment, and the Higher-Order DINA model was used as a measurement model in order to…
Descriptors: Grade 3, Grade 4, Elementary School Students, Computation
Alaswad, Zina – Design and Technology Education, 2019
The purpose of this paper is to understand perceptions of interior design students after using game-based learning (GBL) as an approach to address workload distribution, lack of clear assessment criteria, and deficiencies of the master-apprentice model during the process of solving several small-scale design problems along the course of a…
Descriptors: Game Based Learning, Interior Design, Studio Art, Student Attitudes
Giang, Christian; Piatti, Alberto; Mondada, Francesco – IEEE Transactions on Education, 2019
Contribution: This paper presents a model for educational robotics tools and a corresponding set of heuristics for their development and evaluation specifically adapted to the needs and expectations in formal education settings. Background: The increased use of educational robots in classrooms, and the steadily growing number of alternatives from…
Descriptors: Robotics, Educational Technology, Technology Uses in Education, Teaching Methods
Saman, Fadhlina Izzah; Shariff, Nor Fahira Mhd.; Nasaruddin, Nor Intan Shafini – Asian Journal of University Education, 2019
Hearing loss is a type of disability where people who suffer from it could not hear a sound or can only listen to a sound with certain levels. People with hearing loss use sign language to communicate with others and to help them in their learning process. For this study, an interview and survey were conducted with teachers and students from SK…
Descriptors: Hearing Impairments, Deafness, Sign Language, Language Skills
Bovermann, Klaudia; Bastiaens, Theo – Journal of Interactive Learning Research, 2019
This study investigated the use of gamification in blended learning for a bachelor's degree class in educational technology. Points and leaderboards in class were implemented to research the influence on intrinsic motivation and collaborative learning. In the quantitative part, comparative data was collected in a between-groups design. Forty-six…
Descriptors: Game Based Learning, Blended Learning, Undergraduate Students, Cooperative Learning
Hulse, Taylyn; Daigle, Maria; Manzo, Daniel; Braith, Lindsay; Harrison, Avery; Ottmar, Erin – Educational Technology Research and Development, 2019
This paper examines whether using "From Here to There!" (FH2T:E), a dynamic game-based mathematics learning technology relates to improved early algebraic understanding. We use student log files within FH2T to explore the possible benefits of student behaviors and gamification on learning gains. Using in app measures of student…
Descriptors: Mathematics Instruction, Educational Technology, Technology Uses in Education, Algebra
Laiti, Outi Kaarina; Frangou, Satu-Maarit – International Journal of Multicultural Education, 2019
This article addresses how, in the Arctic regions, indigenous traditional educational approaches focus on the cultural background of the people and their social learning customs in today's context. The development of Arctic pedagogical approaches is discussed in light of experiences collected in Finnish Lapland in 2017 with the Sámi people.…
Descriptors: Indigenous Populations, Indigenous Knowledge, Social Influences, Interaction

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