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Abdullah, Mohamad Yahya; Al Ghafri, Hawa Mubarak Harib; Al Yahyai, Khadija Saleem Hamdan – English Language Teaching, 2019
In the pedagogical process, lack of motivation becomes a controversial issue. In this qualitative study, the researcher intended to explore the best motivational teaching strategies from the perspectives of the EFL teachers at Buraimi University College (henceforth BUC) in Oman. Purposeful sampling was used in the selection of five EFL teachers in…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Teaching Methods
Ouherrou, Nihal; Elhammoumi, Oussama; Benmarrakchi, Fatimaezzahra; El Kafi, Jamal – Education and Information Technologies, 2019
Children with Learning Disabilities (LDs) show some emotional difficulties and behavioral problems in classroom compared with their peers without LDs. Emotions constitute an important part of the learning process. Recent evidence suggests that the use of Information and Communication Technology (ICT) in special education permits to remove barriers…
Descriptors: Children, Learning Disabilities, Emotional Response, Nonverbal Communication
Taskiran, Ayse – E-Learning and Digital Media, 2019
Today, educational practices are being designed and varied due to advance of millennium generation who tend to use mobile technologies in every aspect of their lives. Accordingly, growing interest towards mobile learning in education brings several opportunities and advantages for English as foreign language teachers and learners. Augmented…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Telecommunications
Ferguson, Sarah – Mathematics Teaching in the Middle School, 2019
Building sets, video games, and scatterplots may seem unrelated, but when they are combined into a problem-based learning (PBL) lesson, these elements join to create a unique learning experience. PBL lessons drive instruction by focusing learning and activities around a central challenge or question while providing a relevant, captivating, and…
Descriptors: Mathematics Instruction, Teaching Methods, Problem Based Learning, Problem Solving
Asiri, Mohammed J. – International Journal of Education and Practice, 2019
To motivate learners, teachers of English as a foreign language (EFL) are encouraged to use gaming elements, which can stimulate students take a more active role in the learning process. There are many free and informal online applications now available to support this model, but not all EFL teachers, particularly female ones, are inclined to…
Descriptors: Teacher Attitudes, Language Teachers, English (Second Language), Second Language Learning
Yong, Su Ting; Gates, Peter; Chan, Andy Tak-Yee – International Journal of Game-Based Learning, 2019
This article explores the potential use metacognitive skills learned in computer games to teach mathematics. This study explored the similarities and differences in the learning of metacognitive skills between computer games and mathematics education. A mixed-methods approach was employed in which a quantitative survey (students, n=174) and a…
Descriptors: Metacognition, Thinking Skills, Skill Development, Computer Games
Oliver, Kyle Matthew – Teaching Theology & Religion, 2019
This article presents a pedagogical approach to training seminarians for faith leadership in the era of what Heidi Campbell has called "networked religion." It argues that the increasing digital mediation of religious practice, expression, and community represents an opportunity for students to explore and inhabit ministry sites and…
Descriptors: Theological Education, Church Related Colleges, Social Change, Religion
Riopel, Martin; Nenciovici, Lucian; Potvin, Patrice; Chastenay, Pierre; Charland, Patrick; Sarrasin, Jérémie Blanchette; Masson, Steve – Studies in Science Education, 2019
Serious games have become increasingly available to educators. Empirical studies and meta-analyses have examined their impact on learning achievement. However, natural sciences could have a special relation to serious games by their systematic use of quantitative and predictive models that can generate microworlds and simulations. Since no known…
Descriptors: Outcomes of Education, Educational Games, Science Achievement, Conventional Instruction
Joseph, Suresh Kumar; Alimon, Hashimah; Yusoff, Amri – Journal of Science and Mathematics Education in Southeast Asia, 2019
Purpose: This study reports on the effectiveness of Digital Games (DG) in learning biology among Form 4 students in Malaysia. Likewise it presents the general overview of the students' interest and their problems while using digital games in the learning process. Methodology: This study was conducted in a sub-urban secondary school in Kinta…
Descriptors: Biology, Science Instruction, Secondary School Students, Student Attitudes
Bourchtein, Elizaveta; Langberg, Joshua M.; Cusick, Caroline N.; Breaux, Rosanna P.; Smith, Zoe R.; Becker, Stephen P. – Grantee Submission, 2019
Objectives: This study used a multi-informant approach to examine differences in types and rates of technology used by adolescents with and without attention-deficit/hyperactivity disorder (ADHD), associations between technology use and sleep/daytime sleepiness, and whether technology use was differentially related to sleep/daytime sleepiness in…
Descriptors: Computer Use, Sleep, Adolescents, Attention Deficit Hyperactivity Disorder
Westcott, Frank Michael – ProQuest LLC, 2019
The problem that this study addressed is that current research has overlooked the potential transferability of needed 21st century skills from video game playing in middle and high school to success in college many years later among under-prepared college students. The purpose of this qualitative, phenomenological study was to explore the lived…
Descriptors: College Readiness, Student Attitudes, Video Games, 21st Century Skills
Herrero, Carmen – Research-publishing.net, 2019
As students are becoming avid online media consumers and creators, participatory culture has shifted the focus of literacy from one of individual expression to one of community involvement (Chan & Herrero, 2010, p. 10). Taking into consideration the challenges and opportunities derived from the integration in formal settings (secondary and…
Descriptors: Multiple Literacies, Second Language Learning, Second Language Instruction, Secondary School Students
Capelo, Carlos; Lorga, Ana – International Association for Development of the Information Society, 2019
Simulation-based learning environments are used extensively to support learning on complex business systems. Nevertheless, there exist studies that identify problems and limitations due to cognitive processing difficulties. Particularly, previous research addressed some aspects of model transparency and instructional strategy and produced…
Descriptors: Teaching Methods, Computer Simulation, Learning Processes, Models
Lisa Gilbert – Theory and Research in Social Education, 2019
Research into students' interactions with historical video games is limited and tends to focus on teacher mediation. As a result, little is known about the meanings that students independently construct as they consume this form of media. This qualitative interview study uses "Assassin's Creed," a narrative video game with a historical…
Descriptors: Video Games, History, Empathy, Story Telling
Caviglia-Harris, Jill L.; Melstrom, Richard T. – Journal of Economic Education, 2015
In this article, the authors describe a simple classroom game that demonstrates the advantage of tradable emissions permits in regulating environmental pollution. Students take on the role of polluters who must consider the costs of complying with a uniform reduction and a tradable permits program. The class is divided into high-cost polluters and…
Descriptors: Educational Games, Economics Education, Class Activities, Pollution

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