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Catenazzi, Nadia; Sommaruga, Lorenzo; De Angelis, Kylene; Gabbianelli, Giulio – International Journal on E-Learning, 2018
In the context of the road transport there is the need to provide new training opportunities for million of truck and bus drivers who are often on the road. The C95-Challenge EU Erasmus+ project aims to meet this need by introducing new training methodologies and solutions that support compulsory periodic courses. The main project result is the…
Descriptors: Driver Education, Online Courses, Electronic Learning, Interactive Video
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Rahman, Azman Ab.; Sahrir, Muhammad Sabri; Zainuddin, Nurkhamimi; Khafidz, Hasanah Abd. – Educational Research and Reviews, 2018
Board games have become one of the useful tools in teaching and learning. Many instructors and educators have chosen to use board games to enhance the way of delivering course contents. A board game will help students understand the education concept quickly and get involved in experiential learning, where students can manage and solve problems in…
Descriptors: Foreign Countries, Educational Games, Islam, Experiential Learning
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Godfrey, Zitto; Mtebe, Joel – International Journal of Education and Development using Information and Communication Technology, 2018
The lack of interest and negative attitude in learning mathematics have been described as one of the causes for the continue poor performance of the subject in primary schools and beyond in Tanzania. Despite several government's efforts to improve pass rate of mathematics, the use of digital games has not been well adopted. This study redesigned…
Descriptors: Numeracy, Negative Attitudes, Mathematics Education, Mathematics Achievement
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Li, Qing – Educational Technology Research and Development, 2018
In this study, teachers are giving an opportunity to design and develop their own educational games. The following three questions guide the research: (1) What are the characteristics of teacher designed and developed games? (2) What theories do teachers use when they make games for educational purposes? (3) What are the design considerations when…
Descriptors: Educational Games, Design, Educational Theories, Teaching Methods
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Norin, Veniamin Aleksandrovich; Norina, Natalia Vladimirovna; Pukharenko, Yurii Vladimirovich – Education and Information Technologies, 2018
This article is devoted to applying interactive teaching methods at Russian universities. It studies the following three types of interaction between professor and students that have become common at Russian universities: passive teaching methods, active teaching methods, and interactive teaching methods. This paper presents their advantages and…
Descriptors: Teaching Methods, Engineering Education, Universities, Teacher Student Relationship
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Hooshyar, Danial; Binti Ahmad, Rodina; Wang, Minhong; Yousefi, Moslem; Fathi, Moein; Lim, Heuiseok – Journal of Educational Computing Research, 2018
Games with educational purposes usually follow a computer-assisted instruction concept that is predefined and rigid, offering no adaptability to each student. To overcome such problem, some ideas from Intelligent Tutoring Systems have been used in educational games such as teaching introductory programming. The objective of this study was to…
Descriptors: Intelligent Tutoring Systems, Teaching Methods, Introductory Courses, Programming
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Jo, Jaechoon; Yu, Wonhui; Koh, Kyu Han; Lim, Heuiseok – Journal of Educational Computing Research, 2018
We propose a minimum learning judgment system that is appropriate for online learning environments, and we verify this minimum learning judgment system through various experiments. By focusing on the learning effort, this system can easily and quickly determine whether learners have exerted the minimum effort required for learning. To do this, the…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Word Recognition
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Buxó-Lugo, Andrés; Toscano, Joseph C.; Watson, Duane G. – Discourse Processes: A multidisciplinary journal, 2018
It is generally assumed that prosodic cues that provide linguistic information, like discourse status, are driven primarily by the information structure of the conversation. This article investigates whether speakers have the capacity to adjust subtle acoustic-phonetic properties of the prosodic signal when they find themselves in contexts in…
Descriptors: Intonation, Suprasegmentals, Cues, Discourse Analysis
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Du, Jie; Wimmer, Hayden; Rada, Roy – Information Systems Education Journal, 2018
This study investigates the delivery of the "Hour of Code" tutorials to college students. The college students who participated in this study were surveyed about their opinion of the Hour of Code. First, the students' comments were discussed. Next, a content analysis of the offered tutorials highlights their reliance on visual…
Descriptors: College Students, Tutorial Programs, Student Surveys, Computer Games
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Lock, Jennifer; Kim, Beaumie; Koh, Kim; Wilcox, Gabrielle – Canadian Journal for the Scholarship of Teaching and Learning, 2018
Innovative practice in a classroom adds challenges and tensions to programs and institutional structures in higher education. With the recent emphasis on curricula reform, there is a great focus on assessment and pedagogical practices to support student learning. To illustrate the tensions arising from these efforts, we present four pedagogical…
Descriptors: Educational Innovation, Higher Education, Evaluation Methods, Teaching Methods
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Donaldson, Jeanne M.; Matter, Ashley L.; Wiskow, Katie M. – Journal of Applied Behavior Analysis, 2018
The Good Behavior Game (GBG) is a classwide group contingency shown to reduce disruptive student behavior. We examined the feasibility of training young students to lead the GBG in one first-grade and three kindergarten classes. We also examined teacher preference for teacher-led GBG, student-led GBG, or no GBG using a concurrent chains procedure.…
Descriptors: Preferences, Feasibility Studies, Positive Behavior Supports, Student Behavior
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Tobias, Sigmund; Fletcher, J. D. – Review of Educational Research, 2012
This article briefly summarizes findings from a review of 95 empirical studies of games used in instruction. The article suggests that such efforts are best assessed as transfer from game play to performance on external tasks that are targeted by the instruction. Review findings suggest that such transfer may be expected only if the cognitive…
Descriptors: Cognitive Processes, Trend Analysis, Reflection, Literature Reviews
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Wu, Chia-Jung; Chen, Gwo-Dong; Huang, Chi-Wen – Educational Technology Research and Development, 2014
EFL learners in Taiwan have a low-level communication ability because many learners are still not provided opportunities to use language for genuine communication in classrooms and receive insufficient language input due to the environment. This study examines the use of digital board game language learning set in a task-collaborative platform,…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Educational Games
Bush, Drew; Sieber, Renee; Seiler, Gale; Chandler, Mark – Journal of Geoscience Education, 2016
A gap has existed between the tools and processes of scientists working on anthropogenic global climate change (AGCC) and the technologies and curricula available to educators teaching the subject through student inquiry. Designing realistic scientific inquiry into AGCC poses a challenge because research on it relies on complex computer models,…
Descriptors: Climate, Earth Science, Curriculum Design, Science Curriculum
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Hakan Akcay, Editor; Mevlut Unal, Editor; M. Lutfi Ciddi, Editor – International Society for Technology, Education, and Science, 2024
"Proceedings of International Conference on Education in Mathematics, Science and Technology" includes full papers presented at the International Conference on Education in Mathematics, Science and Technology (ICEMST) which took place on April 27-30, 2024, in Antalya, Turkey. The aim of the conference is to offer opportunities to share…
Descriptors: Mathematics Education, Numeracy, Algebra, Mathematical Logic
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