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Caballero Meneses, Jonathan Azael; Menez Díaz, Judith Marina – Psicologica: International Journal of Methodology and Experimental Psychology, 2017
Emotional expressions have been proposed to be important for regulating social interaction as they can serve as cues for behavioral intentions. The issue has been mainly addressed analyzing the effects of facial emotional expressions in cooperation behavior, but there are contradictory results regarding the impact of emotional expressions on that…
Descriptors: Emotional Response, Psychological Patterns, Cooperation, Decision Making
Hollett, Ty; Ehret, Christian – Learning, Media and Technology, 2017
Increasingly, adult mentors in informal, media-rich settings, like libraries and museums, seek to integrate both learning and civic engagement opportunities for youth into designed programming. This article illustrates how youth open and sustain opportunities for civic engagement over the course of a six-month, youth-driven program--Metro:…
Descriptors: Citizen Participation, Civics, Youth Programs, Multimedia Materials
Donohue, Kerri; Buck, Gayle – Science and Children, 2017
This article describes an informal program in one school where grade K-1 students learn a variety of new science vocabulary words relating to animal characteristics. The students are introduced to a new group of animals and their characteristics through storytelling, games, discussion, and crafts (see Table 1, p. 34). The new vocabulary words are…
Descriptors: Elementary School Science, Science Instruction, Kindergarten, Grade 1
Chen, Zhi-Hong; Chen, Sherry Y.; Chien, Chih-Hao – Educational Technology & Society, 2017
Game-based learning comprises of a set of concrete scenarios, which can be presented with various presentation modalities (e.g., text, text with graphic, and context). Such presentation modalities disseminate information in different ways. On the other hand, cognitive styles affect how people process information. Accordingly, the study presented…
Descriptors: Foreign Countries, Undergraduate Students, Student Attitudes, Educational Games
Morales, Grace; Sensevy, Gérard; Forest, Dominique – Educational Action Research, 2017
In this article we focus on "cooperative engineering", in which teachers and researchers co-design didactic sequences. In the first part of the article, we present cooperative engineering by describing some of the main principles on which it is grounded. The second part is dedicated to a case study, which enables us to illustrate some…
Descriptors: Kindergarten, Cooperative Learning, Cooperation, Engineering
Fokides, Emmanuel – Journal of Information Technology Education: Research, 2017
Aim/Purpose: The purpose of this study was to examine whether the authoring of computer games in a mainstream primary school setting can support the learning of game design and programming concepts. Background: Despite the benefits for students when they learn how to program and the significant body of research regarding this matter, these…
Descriptors: Programming, Computer Games, Elementary School Students, Teaching Methods
Eng, David Anthony, Jr. – ProQuest LLC, 2017
Current higher education focuses on a teacher centered pedagogy where students benefit but are not the primary consideration for learning. Conversely, experiential learning focuses on students in the learning process. This is done through a socialized and personalized environment that can be implemented through the application of games-based…
Descriptors: Phenomenology, Undergraduate Students, Liberal Arts, Educational Games
Baghaei, Nilufar; Casey, John; Nandigam, David; Sarrafzadeh, Abdolhossein; Maddison, Ralph – International Association for Development of the Information Society, 2017
Traditional methods for diabetic education rely heavily on written materials and there is only a limited amount of resources targeted at educating diabetic children. Mobile games can be effective, evidence-based, and motivating tools for the promotion of children's health. In our earlier work, we proposed a novel approach for designing computer…
Descriptors: Diabetes, Computer Games, Telecommunications, Life Style
Khasianov, Airat; Shakhova, Irina – International Association for Development of the Information Society, 2017
In this paper we study a new model of mobile learning for the Unified State Exam ("USE") preparation in Russian Federation. "USE"--is the test school graduates need to pass in order to obtain Russian matura. In recent years the efforts teachers put for preparation of their students to the "USE" diminish how well the…
Descriptors: High School Students, Electronic Learning, Models, Test Preparation
Sardone, Nancy B. – International Association for Development of the Information Society, 2017
This article reports on teacher candidates' use of e-learning tools and activities designed for their future students. Candidates offered comments to give an idea of the strengths and challenges of each. Suggestions are made for teacher educators on the types of technology-integrated activities that lend themselves to both traditional and…
Descriptors: Teaching Methods, Cartoons, Social Studies, Teacher Educators
Ekinci, Nurullah Emir; Yalçin, Ilimdar; Özer, Ömer; Kara, Tayfun – Online Submission, 2017
This study aimed to investigate digital game addiction level of the high school students according to sports participation, gender, place of accommodation and level of income. Randomly chosen 931 high school students (508, %54,6 female and 423, %45,4 male) from several villages, districts and Kutahya city center (a town in the west part of Turkey…
Descriptors: Addictive Behavior, High School Students, Video Games, Foreign Countries
Reynolds-Perez, Cecilia Cissy – ProQuest LLC, 2017
The college education gap between Latinas/os and whites has grown to 29 percentage points (Kolodner, 2017). I am a product of this gap. As a high school principal, I believe the solution to this problem lies within the creative minds of school principals/leaders. When a resource was not available to address the college readiness gap at my campus,…
Descriptors: Middle School Students, High School Students, Urban Schools, College Readiness
Richard, Gabriela T.; Giri, Sagun; Ashley, Robert William – AERA Online Paper Repository, 2017
As digital and physical fabrication kits become increasingly accessible to novice and youth design and maker activities, efforts are continuing to investigate ways that computing can be inclusive, accessible and culturally responsive. An effort that demonstrates promise for equity is combining multiple toolkits that tap into different affordances…
Descriptors: High School Students, Grade 9, Manufacturing, Shared Resources and Services
Kesici, Ahmet; Tunç, Nazenin Fidan – Universal Journal of Educational Research, 2018
This study was carried out to develop a scale for determining the level of digital addiction of the youth. In this study carried out with a group of 687 students from Siirt, Dicle and Erzincan Universities, a draft scale of 28 items based on the interviews with two students who spent a long time with digital tools and their friends, and on the…
Descriptors: Addictive Behavior, College Students, Test Validity, Test Reliability
Kesici, Ahmet; Tunç, Nazenin Fidan – Universal Journal of Educational Research, 2018
This study was carried out to investigate the digital addiction (DA) level of the university students according to their purposes for using digital tools. 527 students studying at the faculties of education of Erzincan, Dicle, and Siirt Universities participated this study in which general survey model was used. A form was used to reveal for which…
Descriptors: College Students, Addictive Behavior, Student Surveys, Internet

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