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Arnab, Sylvester; Clarke, Samantha – British Journal of Educational Technology, 2017
The application of game-based learning adds play into educational and instructional contexts. Even though there is a lack of standard methodologies or formulaic frameworks to better inform game-based intervention development, there exist scientific and empirical studies that can serve as benchmarks for establishing scientific validity in terms of…
Descriptors: Interdisciplinary Approach, Guidelines, Sex Education, Intervention
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Cheng, Meng-Tzu; Lin, Yu-Wen; She, Hsiao-Ching; Kuo, Po-Chih – British Journal of Educational Technology, 2017
Many studies have shown the positive impact of serious gaming on learning outcomes, but few have explored the relationships between game immersion and science learning. Accordingly, this study was conducted to investigate the effectiveness of learning by playing, as well as the dynamic process of game immersion experiences, and to further identify…
Descriptors: Multivariate Analysis, Grade 7, Quasiexperimental Design, Research Design
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Sanchez, Eric; Young, Shawn; Jouneau-Sion, Caroline – Education and Information Technologies, 2017
In this article, we discuss the concept of gamification, based on a literature review and preliminary feedback from teachers using "Classcraft," a role-playing game supported by a digital platform and a mobile application that were developed to answer high school teachers' classroom management needs. Our results come from two experiments…
Descriptors: Classroom Techniques, Computer Oriented Programs, Role Playing, Secondary School Teachers
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Elliott, Samuel Kim; Drummond, Murray J. N. – Sport, Education and Society, 2017
Characteristic issues surrounding parents in youth sport include examples of negative verbal and non-verbal behaviour demonstrated during competition. Numerous studies have done well to highlight while parents possess a great potential for positively influencing the sport experience, they can also exert a considerable negative influence by…
Descriptors: Parents, Youth, Foreign Countries, Team Sports
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Kustiawan, Usep – Research on Education and Media, 2017
Early Childhood is the beginning of basic skills development, and one such skill is the language skill. During this time, appropriate stimulus is required to assist the optimal development of children's language skills, which includes the utilization of effective media learning in kindergarten. Field observation obtained by the researcher in…
Descriptors: Language Skills, Skill Development, Kindergarten, Instructional Materials
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Libertus, Melissa E.; Liu, Allison; Pikul, Olga; Jacques, Theodore; Cardoso-Leite, Pedro; Halberda, Justin; Bavelier, Daphne – AERA Open, 2017
Playing action video games has previously been linked to improvements in attentional control, the ability to choose what to attend and what to ignore that relies on a frontoparietal network of the brain. Here we asked whether action video game training would impact a range of mathematical abilities that rely on similar brain regions. Twenty-four…
Descriptors: Video Games, Adults, Teaching Methods, Attention
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Lay, Alexandra; Patton, Elizabeth; Chalhoub-Deville, Micheline – Language Testing in Asia, 2017
Dynamic assessments in general, and game-based assessment (GBA) specifically, compel us to rethink prevailing language testing conceptualizations of context. Context has traditionally been portrayed with a cognitive orientation, which focuses on static abilities, ignores complex interactions, devalues the role of tasks in determining scores, and…
Descriptors: Alternative Assessment, Game Based Learning, Evaluation Methods, Language Tests
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Choosri, Noppon; Pookao, Chompoonut – International Association for Development of the Information Society, 2017
The intervention for cognitive language development is required to conduct at the young ages. As children usually gain the skill through their plays, this study proposed a physical interactive game to help children improve their language skill in both Thai and English language for pre-schooler. The motivation of this research is to create a game…
Descriptors: Foreign Countries, Cognitive Development, Language Skills, Preschool Children
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Jackson, G. Tanner; McNamara, Danielle S. – Grantee Submission, 2017
By combining the benefits from Intelligent Tutoring Systems (ITSs) and video games, educational games offer the unique potential to capture learners' interest, compel them to persist with targeted tasks, and can result in improved mastery of educational content and skills. These benefits are described within the context of educational game…
Descriptors: Educational Games, Intelligent Tutoring Systems, Educational Benefits, Learning Motivation
McCain, Amanda – ProQuest LLC, 2017
This dissertation presents an interpretative content analysis of the "Framework for Success in Postsecondary Writing." A joint publication from major professional organizations in the field of composition studies, the "Framework" articulates the principles of the field in response to assessment standards. Composition scholars,…
Descriptors: Writing (Composition), Content Analysis, Models, Success
Beomkyu Choi – ProQuest LLC, 2017
The goal of this dissertation was to document and analyze ways in which a game can be a valid and useful assessment of teachers' competency for the wise integration of technology in the classroom. Using concepts from ecological psychology and situated cognition, this study analyzed card and board games as measures of the situative and interactive…
Descriptors: Game Based Learning, Educational Technology, Technology Integration, Teacher Competencies
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Gubacs-Collins, Klara Dianna – Physical Educator, 2015
What constitutes appropriate practice in physical education? NASPE suggests the outcome of a physical education program should be that adolescents have gained the skills and knowledge to be physically active for a lifetime. Furthermore, a physically educated person consistently demonstrates responsible personal and social behavior in physical…
Descriptors: Physical Education, Daily Living Skills, Questioning Techniques, Teaching Methods
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Host, Erin; Baynham, Emily; McMaster, Heather – Australian Primary Mathematics Classroom, 2015
Ever wondered how to use technology to teach angles? This article follows on from an earlier article published last year, providing a range of ideas for integrating technology and concrete materials with the teaching of angle concepts. The authors also provide a comprehensive list of free online games and learning objects that can be used to teach…
Descriptors: Geometry, Geometric Concepts, Educational Practices, Technology Uses in Education
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Van Eck, Richard N.; Guy, Mark; Young, Timothy; Winger, Austin T.; Brewster, Scott – Technology, Knowledge and Learning, 2015
The need for science, technology, engineering, and mathematics majors for our future workforce is growing, yet fewer students are choosing to major in science, technology, engineering, and mathematics areas, and many are underprepared, in part because elementary school preservice teachers are also underprepared. This National Science…
Descriptors: Video Games, STEM Education, Teacher Competencies, Preservice Teachers
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Zheng, Dongping; Bischoff, Michael; Gilliland, Betsy – Educational Technology Research and Development, 2015
Drawing on ecological and dialogical perspectives on language and cognition, this exploratory case study examines how vocabulary learning occurs during a quest-play mediated in English between a Japanese undergraduate student and a native speaker of English. Understanding embodiment as coaction between the player-avatar and player-player relations…
Descriptors: Vocabulary Development, Computer Games, Context Effect, Undergraduate Students
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