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Mikail, Tel – Educational Research and Reviews, 2015
In this study, the opinions of the secondary school students on digital games were examined. The research is a screening model research and has a descriptive feature. It was carried out with 521 secondary school students in Elazig (a province in eastern part of Turkey) [MSS1] in 2013. Almost all of the participants use computer. More than half of…
Descriptors: Foreign Countries, Secondary School Students, Video Games, Habit Formation
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Riyanto – Education Quarterly Reviews, 2019
Mathematics and Indonesian Language are subjects that are considered difficult by students in Indonesia. In addition, students are also considered less creative. One way to solve this problem is to apply the game in learning. For this reason, a game that can solve the problem needs to be designed. The game that is hypothesized to improve math,…
Descriptors: Foreign Countries, Educational Games, Vocabulary Development, Language Acquisition
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Fowler, Samuel; O'Keeffe, Lisa; Cutting, Chelsea; Leonard, Simon – Australian Primary Mathematics Classroom, 2019
Understanding spatial reasoning is important to success in mathematics. This article shows how the proficiency strands in the "Australian Curriculum: Mathematics" provide the tools needed for effective teaching and learning of spatial thinking.
Descriptors: Spatial Ability, Thinking Skills, Mathematics Instruction, Mathematics Achievement
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Horowitz, Kenneth S. – American Journal of Play, 2019
The informal setting of online multiplayer video games may offer safe spots for speakers of other languages learning English to practice their communication skills and reduce their anxiety about using a second language. In this study, the author examined the relationship between both these concerns and the time spent playing such games by basic…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
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Bai, Hua – TechTrends: Linking Research and Practice to Improve Learning, 2019
The advancement of mobile technology has influenced teaching and learning at various educational levels. The mobility, ubiquity, and connectivity of mobile devices help to foster meaningful learning experience across contexts and in different subject areas. Positive results from mobile learning have been reported in the current literature. To help…
Descriptors: Teaching Methods, Telecommunications, Cooperative Learning, Inquiry
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Meral, Sert Agir – World Journal of Education, 2019
Examining attitudes of students towards learning, their academic achievements and internet addictions is the main focus of this study. With the institution permission obtained from the Provincial Directorate of National Education of Istanbul Governorship dated: 21.04.2016 and No: 59090411-20-E.4519158, a descriptive study in relational screening…
Descriptors: Student Attitudes, Academic Achievement, Internet, Addictive Behavior
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Cosgrove, Brenna; Richards, Jessica – Strategies: A Journal for Physical and Sport Educators, 2019
Research has discovered a link between physical activity and learning, where students who are more physically active and fit perform better in the classroom. Since most classroom settings are sedentary in nature, physical education is an ideal environment to connect physical activity and classroom content (i.e. math, English language arts,…
Descriptors: Physical Education, Physical Activities, Academic Achievement, Integrated Activities
Thompson, Pamela – New England Journal of Higher Education, 2019
Thomas College is leading the field of teacher preparation through the design of its three-year programs in Education, which are now being offered across our suite of early childhood, elementary and secondary programs. Students can earn a teaching degree and be recommended for certification in three years. There is a need for practical answers to…
Descriptors: Teacher Education Programs, Preservice Teachers, Educational Facilities, Educational Innovation
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O'Brien, Kelsey; Pitera, Jenna – Journal of Educational Technology Systems, 2019
As technology advances at an unprecedented rate and the job market continually evolves, educators are challenged with effectively engaging students and preparing them for success after graduation. The current landscape requires a shift from lecture-based, content-focused instruction to hands-on, student-centered techniques that foster lifelong…
Descriptors: Game Based Learning, Learner Engagement, Active Learning, 21st Century Skills
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Lodzikowski, Kacper; Jekiel, Mateusz – ELT Journal, 2019
This exploratory study fills the gap in research on using print board games to teach English prosody to advanced EFL learners at university level. We developed three in-class print-and-play board games that accompanied three prosody-related topics in a course in English phonetics and phonology at a Polish university. For those topics, compared to…
Descriptors: Intonation, Suprasegmentals, English (Second Language), Second Language Learning
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Inci, A. Can; Saraoglu, Hakan – Journal of Teaching in International Business, 2019
In this paper, we propose two diagrams, the corporate strategic framework diagram and the free cash flow diagram, to teach students how the finance function is integrated to other business functions in a multinational corporation. We recommend the diagrams as pedagogical tools in the context of a widely used management simulation software,…
Descriptors: Teaching Methods, Global Approach, Finance Occupations, Computer Software
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Akyar, Begum Canaslan; Sapsaglam, Özkan – Discourse and Communication for Sustainable Education, 2019
Today's children are born into a digital world and are exposed to various electronic devices and digital contents both in the home environment and other environments since the first years of life. Children, who are a natural recipient of the environment in which they live, are exposed to the effects of the digital world at different levels and…
Descriptors: Preschool Children, Parents, Gender Differences, Computer Use
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Squire, Nikki – Journal of Instructional Research, 2019
Using game-based learning strategies, such as quiz-style PowerPoint games as an e-learning and teaching pedagogy can make a positive impact on how students learn, how they process and retain information, and how they interact with digital media. However, little is known about their impact on students' information literacy development. This…
Descriptors: Computer Assisted Testing, Visual Aids, Educational Games, Electronic Learning
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Aierbe, Ana; Oregui, Eider; Bartau, Isabel – Digital Education Review, 2019
The study examines the parental perception of the use of video games by their preadolescent children, as well as parental beliefs, mediation practices and difficulties they encounter. In total, 186 parents have participated. The results, gathered in the quantitative and qualitative phase, reveal differences in parental perception according to the…
Descriptors: Video Games, Preadolescents, Gender Differences, Age Differences
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Ramo Akgun, Nergis; Girgin, Derya – Educational Policy Analysis and Strategic Research, 2019
The primary role of NTC (Nikola Tesla Center) is to use new discoveries in the field of neurology in classrooms and in everyday life. This learning program consists of various activities and games for children. This experimental research was carried out in one government primary school in Canakkale, Turkey. 27 students from the third grade (17…
Descriptors: Foreign Countries, Public Schools, Learning Activities, Children
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